April 17, 2024


We've all had showerthoughts, right?  Well, that's what happened with a large part of today's update.  I did have a bux fix that I implemented.  I had some bugs related to backing out of the new/continue menu where you'd get soft locked.  It should now take you back to the menu where you make that choice rather than soft locking you.  It was a bigger PITA than I thought it was.  Not that it was hard, but there's way too much logic in that area than there should be.  I really need to refactor that a bit at some point to simplify it.

Anyhow, it struck me after my run last night that it'd be cool add in a 'job type' and that it should be pretty easy.  When creating a new save, you get to choose whether you want to be a house dog, farm dog, or mountain dog.  This choice will directly impact both your starting stats as well as your stat growth.  I absolutely expect to need to rebalance this down the line, but the core of it is there.  Rebalancing should essentially just be updating 2 scripts tops.  So when you start a game, the initial scene assigns your stats.  I basically added three 'if' statements to this scene that will set your stats.  Then, on the levelUp script, i have those same 3 if statements adjust stats according to the job's strengths and weaknesses.  

All in all, I think this addition will add some customization to the game.  In a perfect world, I'll add some custom commands based on job type, but I need to think about what moves could be applied / created for this.  I really don't want to shoot for the stars just yet, so maybe I'll leave the commands the same for now and revisit it further on down the line.  But job types really should open up a lot of possibilities down the line.  Could even lead to a quest like the rat's tail line in FF1 to become a master in your job.  Anyhow, enough for now!

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