April 4, 2024
Quick update today. I added a new command -- Zoomies. Like any good doggo, the main character can get the zoomies in battle. Using this command will make the player lose two turns; however, it ensures that they move first the remainder of the battle. I can envision using this skill in a boss battle to be important to set yourself up for guaranteed healing.
From an implementation standpoint, it was relatively straight forward. I set a variable == 1 when used and decremented the turn order by 2 for the player. So when the enemy is faster (does not have an effect when the enemy is slower) and the skill is used, i set the enemy speed to be one slower than the player.
During testing of this, I noticed a bunch of turn order issues with my code after the refactor, so I think I finally have the turn order flow working correctly. At some point, I need to work on ensuring zoomies can only be used once per battle (because why would you use it more than once!?) as well as the Lavendar Haze move. I have to think about how to handle that from a technical standpoint as well as a gameplay standpoint.
Thoughts on that:
1. Maybe create a moveCheck script that is basically when menu choice is x and submenu choice is y and zoomiesIndicator is 1, then display dialog "You can only use Zoomies once per battle!" and send them back to the command menu.
2. Let them choose to waste a turn, but perhaps display different text if the indicator == 1 than what initially displays. The only reason I can think for doing this is if I wanted to create a situation like in Final Fantasy 2/4 for SNES where when Cecil has his battle to become a Paladin and you don't hurt the enemy.
I'll probably opt for choice 1, but choice 2 could be a fun gimmick to be used in various situations. Sidenote: I really, really need to look in to why dialog and menu text appears outside the box. It's super annoying and obviously can't stay there. I'm not sure if maybe it's because I'm using the advanced dialog plugin or not.
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Tower of Meowgic
Just playing with gb studio. this is not intended for actual playing. just sharing the url with friends.
Status | Prototype |
Author | PestoRavioli |
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That is hilarious. It would be funny if you added some randomness to the zoomies where it could potentially not succeed, as in, you slammed into the coffee table or the wall.
So not exactly what you suggested, but I will be adding some randomness(probably not to the zoomies) in at some point. So I initially thought to base the player around a Great Pyrenees as that's the breed we own. They are notoriously stubborn. Super intelligent, but not the best at obeying commands.
So my stat system contains a stat called stubborn that when you start the game is at 100 and will eventually get lower as you level up. My plan is to come up with some mathematical formula using the stubbornness stat where if it rolls a certain value range, I'll flash some dialog about the dog heard you, but just begged for cheese instead or something like that.
Hah, nice!