This week for Viola: changes to the battle system! Potions can be used in battle, guarding attracts enemies and halves damage and enemies drop gold and equipment when defeated. We've also got a few animations and such.
Click 'Read more' to find out more about the new changes!
0 Comments
This week, I worked on some gameplay improvements for the platforming sections. Check the gif! Viola is now capable of performing a high jump, and an even higher jump. Walljumping also goes higher, and Viola has animations now!
If you want to know more, click 'Read more'! 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 creating the "Wishfire" mechanic and section. After (almost) every level, the player gets the opportunity to rest at a Wishfire: a camping ground where you can heal your party and have an extended chat with them. Click 'Read more' to read more about the origin of this mechanic, and my implementation. Not much to talk about this week. I wanted a break from programming since I felt like I fried my brain last week. So, I drew background elements! With those, I can construct backgrounds for the level. I only did one small section, since I want to go over the level one more time later on. In any case, it's just screenshots this week!
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. Click 'Read more' to read more. 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! |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
Categories |