Weekly Report (July 7th)
Hey.
This week has been an absolute nightmare. It's been hot like hell, and I've had trouble sleeping (still do, actually), and neither has contributed to high productivity. Needless to say I achieved much less than I'd hoped. I haven't even started working on NPC decision-making in combat yet. All I did was further polish the perks, introduce dodging and critical hits, and revamp the backlog entries logic for combat.
Here's the overview of changes:
- Made some perk-related alterations - from cleaner code to making the perk icons on combat queue portraits become a little transparent when the perk enters the passive phase. What I'm trying to say is, some perks only disappear if influenced directly or the character passed a check. So, if a perk enters a stage when, upon the character's next turn, a check will run to remove it, the icon becomes a little transparent. There are more small changes, but really, there's no point in going over each one of them;
- Implemented dodging - if the target character passes a check, the performer character's action will miss the mark;
- Implemented critical hits - before an action takes place, the game checks if it should be regarded as a critical hit. If it is, the output of the action is amplified by 1.5. If the action is offensive, the target will also be given the 'knockout' perk, forcing that character to miss their next turn. It's like the 'stunned' perk, but only lasts for one turn, without the need to run a check;
- Remade the logic for combat-related backlog entries - it's still not very good (neither visually nor information-wise), and the system is rather... well, unnecessarily complicated, but it's a start I guess. It's better than what I had before this week.
And unless I forgot something big (which is plausible considering my sweltering, sleepless state throughout the week), that's it. Yeah, not much has been done, I warned ya. But in all seriousness, those new features thoroughly drained me. It sounds easy, add this, redo that, but in reality it required more effort than it probably should have. I expect to encounter bugs here and there. Hopefully, I'll catch 'em all when working on NPC decision-making. Which I'll start working on after, maybe, a 2-day break. I feel terrible.
See you soon-ish.
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Get Chronicles of Forgotten Islands -DEMO-
Chronicles of Forgotten Islands -DEMO-
Are you ready for a small adventure?
Status | In development |
Author | YetAnotherUser (YAU) |
Genre | Role Playing |
Tags | 2D, Fantasy, Female Protagonist, Male protagonist, Singleplayer, Text based, Turn-Based Combat, Unity |
Languages | English, Russian |
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