Spells are now functional in-game during battle. Global warming made things a little more difficult (how do people think in all this heat?), but wow if it doesn't work. Visual and audio polish are still necessary to give the player proper feedback, but it's important to put functionality first.
Click 'Read more' to read more about spells!
This week was the week of spells. Or rather, the two weeks: this time, I was smart enough to split the work of spells up into two weeks. This week, I wanted to get the commands working, as well as implement the various settings for each spell. Next week will be getting the spells summoned through a menu in-game.
Click 'Read more' to read more about the code behind the magic!
This week I worked on two mechanics: getting healing items and switching party members. I figured this would fit in one week since I wanted this to be done with a single menu screen. However, the amount of programming and design work ended up being far more than I thought. In hindsight, I should've split this up into two separate weeks. The mechanics ended up working great, though.
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This week, I worked on letting the player enter and exit battles. With this feature, the levels are now actually playable! They were, there was just nothing to do in these levels. Now there is! I'm still missing a few features to really call it "complete", but I'm getting there.
Click 'Read more' to read more about this week's activities.
This time, the video showcases more than just what I worked towards this week. The past two weeks, I've also been spending time creating a full level: first in graybox, then creating a tileset to give it visuals. Obviously, the level's still incomplete, so this blogpost will just be about the action commands.
Click 'Read more' to go a little more in-depth with the action commands.
After the setup of the RPG system, I worked on letting turns pass, letting the player choose actions and giving the player the ability to attack, as well as defend. The monsters can also randomly choose an action, damage gets calculated, the UI updates... just about anything you might expect in a turn-based battle system!
Click 'Read more' to read more about how I created this system!
This week was dedicated to doing "setup" for the RPG-style battles in Viola. Spawning party members, spawning monsters to fight, creating a UI to keep track of the characters' health and other values, and creating the start of a menu for the player to use. I also did some graphics research to get pixel perfect assets, as well as optional scanlines!
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This week I worked on an overworld, allowing the player to access and unlock different levels across the map. The system was pretty simple, which gave me time to work on a first draft of what the map would look like using tilemaps and animations for the player.
Click 'Read more' to, as always, read more!
This week was the week of menus, saving, pausing and loading. Not necessarily as exciting as the rest of the game, but a vital part. I had to learn about how to save the game by writing and reading data files, keeping 'singletons' throughout different scenes, as well as how menus work with different control setups.
This week, I spent my time creating a system that keeps track of the player's party. Since Viola is the RPG where anyone can join your party, it's more than a bit important. Another key feature of the game is playing music, so obviously, these two things have to mix with each other. If you have someone in your party, they'll come out as you play songs on your violin. Every possible party member will have a different instrument, so you can almost create your own band!
Click 'Read more' to find out a bit more about the code driving this system.