Weekly Report (Nov. 26th)


Guys and gals, it's that time of the week!

After releasing the midweek [fix update], my focus shifted to enhancing the combat system. While the changes may not seem apparent at a glance, rest assured that the updated damage calculation system is a vast improvement over the old one, both in terms of code and game logic. Dare I say that the disparity between the old and new systems is akin to night and day - or at least a sunrise, considering the combat system is still in the development phase.

Previously, I employed a straightforward method of assigning minimum and maximum values to combat actions, with the system randomly selecting a number within that range. For example, the 'AxeSwing' combat action had a range of 1-10, and the game would randomly select a number between 1 and 10 when this combat action was utilised.

Now, I've introduced a dependency on both the performing character's stats (the higher their attack rate, he more damage they can deal) and the stats of the targeted character (the higher their defence rate, the less damage they will get), while also implementing the option to 'override' these values. This override feature proves particularly useful for actions that don't rely on stats, such as 'FirstAid', which couldn't be tied to a specific stat. After all, there are limitations to what you can achieve with first aid – a quick bandage won't fully heal a person. In other words, if I need a super-duper action that deals over 9000 damage regardless of how powerful the performing character is, I can very much give them this power.

Characters with greater strength now inflict more damage when unarmed or using melee weapons or skills (like 'SuckerPunch'). On the other hand, agile characters deal increased damage with ranged weapons or ranged-based skills ('ThrowKnife,' for example). Intelligent characters perform stronger spells, and their potency further increases with each new spell learned. My logic is as follows: if a character knows many spells, it means they are either very smart or have a predisposition for spellcasting, hence their spells are more effective.

The formulas are preliminary, for I haven't conducted thorough testing yet. I've only checked the rates with different stats, and currently, at a full 100 stats, the attack and defense rates are outright nasty. My consolation lies in the fact that achieving 100 in all stats would necessitate leveling up over 200 times - quite the significant feat. Considering this, the god-like attack and defense rates may be justified. However, I'm contemplating rebalancing the system by potentially locking the stats to a different number, like 50 instead of 100. Alternatively, I might opt to reduce the figures in the formulas and increase the points granted per level from 3 to, say, 5.

The next significant (future) developments for the combat system shall include:

1) Implement logic for NPC decision-making instead of relying on random actions. Currently, characters may (and will) use health potions or healing spells even when the targeted character is at full health, or block without apparent cause due to the random nature of their decisions;

2) Implement combat-related perks. These perks will apply various effects to characters in battle. For instance, defending actions will boost the target character’s defence rate, reducing the damage they receive for a turn or a specified number of turns; stunning will force the affected character to miss their turn, etc;

3) Implement escaping. This involves developing the necessary code for players to skip undesired combat encounters;

4) Implement various combat effects such as stunning, bleeding, mind manipulation effects, summoning temporary allies, etc. While I'm undecided on including any effects other than stunning for the demo, the groundwork should be laid down;

5) Implement dodging and critical hits. Similar to escaping, I still need to develop the internal logic for dodging and landing critical hits. The rates are calculated already, but these features are yet to be fully introduced.

Only once the above is fully implemented, I will be able to proudly declare that the combat system is done. Perhaps not polished, and in a barebones state, but done nonetheless.

One might suggest continuing work on the combat system, but honestly, it would be best if I revisited it at a later stage. I've already spent a whole week on something that doesn't progress the story. Right now, my focus is on the narrative. Although I initially aimed to finish the demo by New Year's, I can confidently say that it won't be ready by then. Early February at best, and only if I maintain the current pace. Who knows, maybe my pace will even slow down further (if that's even possible with my current speed, lol).

Apart from the changes to the combat system, I haven't made many alterations, so I assume the new build should be stable enough. I can attest that the available content can be finished. Still, I'll still keep an eye out for possible hiccups, though the chances of finding any are low. This is because next week my focus will be on post-combat dialogue in the back alley. Implementing the fight itself won't be a challenge – it's just a regular combat encounter, similar to those in the test areas.

So, that's it for the weekly update.

Hopefully, by the end of next week, I'll have the dialogue implemented, and the protagonist will be taken to another location, giving me moral justification to switch to version 0.2.0 instead of using 0.1.x.

Files

CoFI-Demo-0.1.4.rar 94 MB
Nov 26, 2023

Get Chronicles of Forgotten Islands -DEMO-

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