Despite not having a post for awhile, I’ve been very busy on the game! I’ve been updating the progress page with various bugs and issues. There’s a LOT of code to test and fix; in particular I know the FX code has a lot of issues to deal with.
It’s early to start on it, but I already made some adjustments to game mechanics. I found my first set of encounters the monsters were just a little TOO hard to drop quickly, and they’re supposed to be a nuisance not a full on battle. Hit ratio seems fairly low too; my fighter has swung and missed three times in a row, he should be a bit better than that.
One thing I ended up adding to the game because I had a new module for combat encounter generation and resolution is a complete “you found a chest” system for post-combat. I’m still working through bugs, but you can see it in action here:
I designed it so if a given character is chosen to open the chest, all the others take a step away from it. (Like ANY good adventuring party does.) I need to make sure they don’t move over obstacles like trees though. 🙂
I still need to test the item distribution system as well. The game checks if the player who you try to give the item to has a full backpack or not, offers the option to trade to another player, or discard an item from your backpack to make room. Lots of logic to debug!
What if you just obscured the background? Like have the whole screen fade to black except the player characters and the chest, THEN had the other characters step back?
It’s not that much work to have them move. And it’s cute!