April 16, 2024


A few updates to share today, though nothing too crazy.  

  1. I added a play timer that shows up in the start menu.  I figured it's a pretty standard item for RPGs these days.  It was basic to implement, but I need to remember to call the script on every scene.  I do have a generic script that I call on most scenes that I added it to, but not every single scene will make the call.  Essentially , I just made a script that used the create timer functionality and triggered it every 1 second.  It would increment a variable for seconds.  When the seconds variable hit 60, I incremented the minutes variable by 1 and reset seconds to 0.  When the minutes variable hit 60, I incremented the hour variable and reset the minutes.  Pretty basic stuff.
  2. I updated the continue screen to include the name you gave the dog.  If you didn't give the dog a name, it defaults to LUCY just like the game does.
  3. Probably the most work, and it really wasn't all that much work, was updating the battle system so that every so often, the enemy will be in awe of the cuteness that is a Great Pyrenees.  As your cuteness increases, this happens more frequently.  I do plan to implement a 'job' system (a la final fantasy 1) where you start with different stats and have different growth rates.  One of the jobs will be a standard "Pet" (or whatever I call it) that will have higher cuteness than, say, a farm dog or a mountain dog (since they presumably don't get as much grooming) at the cost of HP, Floof/defense.  
    1. This was actually pretty darn easy due to how i re-wrote the battle system a week or so ago.  Instead of hunting for the right spot to update, rolled the values for the new 'enemyCharmed' field based on the cuteness value.  Then i have an if statement to see if that equals 1.  If it does, pop some text about the enemy being in awe of your cuteness -- else the existing battle flow continues.  super easy!




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Apr 16, 2024
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Apr 16, 2024

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