in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
I am currently busy with other things, so I won't be working on my game as much, but what little time I do get will be spent on working on my game.
Other than that, I've gotten tons of changes to the game. I've changed how damage is calculated, so now it should support things like status buffs and debuffs, patched some bugs, updated the tileset, and more.
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After some tweaking, counterattacks can now be performed. I also have sped up the bar, and I have added a skip command to let the game change turns while using less code.
I'll try to reduce the amount of code needed and optimize the variables, and get rid of the old stuff that is no longer needed. I will try to get the game as optimized as much as I can so it can run better.
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Dodging has been added. Now, before enemies attack, a bar will appear, and when timed somewhat perfectly, it will automatically make the enemy miss. If you fail to time it right, then the enemy will perform the attack (enemy can still miss). I have plans to let you counterattack if timed perfectly to make combat even more interesting.
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I've been thinking about how I could re-implement the timed dodging feature to the new combat system, It would probably behave similarly to how attacking works, but just for dodging instead.
Also found the issue with the targeting system. The issue was that I forgot to add the targeting code to the other characters, lol.
The game's soundtrack is getting updated as well, so it will sound more orchestral with a mix of other genres. Expect to hear a lot of arpeggiated, staccato double bass strings as the bass and fast drums.
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Updated the tileset. Currently testing it out to see how it looks in game, the original ledge graphics looked really bad so they were replaced with the one seen here. It's still a work in progress but I think it looks decent so far.
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I changed how 3D in the overworld works. It'll no longer be orthographic and instead be perspective, so now there will be depth, I did have some issues with larger props like houses due to how models are angled to give off that top-down perspective, but with some tweaking to their depth, the perspective now looks like they are on the ground. Tweaks to the model textures will have to be done to fit in with the new graphics.
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Targeting an enemy sorta works. The enemies can take damage, but for whatever reason, the first enemy would also take damage despite not being targeted, so I'll have to look into that. Also, the game now automatically switches to the next member in your party after you perform an attack.
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The bleed system has been removed due to it causing damage to randomly not register. Other than that, the updated combat system is almost done, I just need to do 2 more things, and then It'll be finished for now.
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The turn system works now after some rewrites to the combat system, so now enemies will attack after each other. It did expose an issue with how bleeding HP works, so I'll have to fix that.
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