MicroDungeon Dev Diary #4
I got a new captain's chair. My old computer chair was pretty dead (it was an adjustable height seat, which always dropped very low, and it drove me absolutely insane.) Can't wait to bank some time with this satisfying acquisition.
On to the reason you're reading this, though:
It's funny how your game can sometimes tell you what it needs and what it doesn't. One thing I wanted to try-- and originally scrapped-- was items that 'grow' with a character. Different groups of weapons (Swords, Axes, Bows) generally deal about the same amount of damage in their own categories. Rather than a vast (and mostly pointless, at least for this game) array of weapons, I'd prefer to have at least one of each type eventually available to the party, as they find or buy more.
I'm going back to that idea. Weapon damage will still be mostly based on weight or accuracy, however, quality of the weapon and the character using it, will be important factors now: Even old beaten weapons found in the dungeon can be fixed soon, once I finish the (before unmentioned) towns. With current progress, towns should be done by the end of next week. Those will let you fix up your weapons to top shape, for a price, which means there will soon be a use for all of those valuable trinkets. There will be quite a few very special, powerful, and unique weapons and armor to come across by the final release, but don't expect to lug around an armory worth of equipment. This also means weapons will degrade over time, though they will never become completely unusable. Characters will become personally attached to their weapons over time, so naturally, it makes more sense to have a smaller, well taken-care of stock. Weapons and items that characters level up with will essentially 'level with them'. Just as characters can become legendary, equipment may become so as well.
Character Abilities have been added. They work nearly identically to spells, with some minor tweaks. The test abilities, Charge, Rapid Shot, Stare, and Ram are all working pretty well so far. Charge allows a warrior to either move forward and attack the head of the enemy party, or if they are already at the front, knock their opponent back and deal some damage. The new party head opponent gets an attack as they step into the front. Rapid Shot allows a Ranger to take two shots, one with less accuracy than the other. Stare is a stun ability used by the the Floating Seer(!), and Ram is simply a basic unarmed attack for a monster(!!).
Speaking of monsters(!!!)... (Ok, I'm done now.)
The first monsters have been added to the game. Monsters have some special considerations, since oftentimes they won't use armor or weapons, with the exception of humanoids. Instead, they have abilities that suit their monstrous types. Currently, the Floating Seer utilizes the two aforementioned monstrous attacks. New art has also been added for the new monster. I also have a few shiny Zombie characters, and those are fun too. They do wear armor and use weapons, but they're fairly easy to kill. Only thing is, they can come back. When a zombie 'dies', a turn countdown begins. At the end of that countdown, if any of their party is still alive, they rise again. Of course, it takes a little longer to get back up each time they go down, and once all of them are on the ground, your party will do it's duty in finishing them off. Zombies are still a little buggy, but that should be fixed very soon.
Deity Abilities have been further tweaked (just in the way of costs) as I find that perfect point. I'm working on finding the perfect tuning of power and cost, since your abilities grow in power as you do. No cost or effect will be completely static, and no ability will ever become useless.
I created a Time system a while back to be used with the games I create that I've been meaning to implement, and finally got down to. I'm considering giving it some more documentation and making it available to the community for free. It works perfectly so far, and I'm excited to see how flexible it is for this particular project. It pays to do a little side project every so often.
I'm digging into story mode now, and with that, some features of it will be available in the basic crawl mode, such as customizing your own deity.
Crawl mode will get more story elements. The main story won't be released piece by piece (officially, unless you have a little bit of programming skill and really want spoilers), though there will be a demo for the beginning of the story, soon.
Serialization is something that has always boggled my mind and I'm going to have to tackle it for this project, one way or another. I suspect that may be my hardest challenge for this game, to be honest, and Unity doesn't make it particularly easy. I'm trying to work with UnitySerializer, but it gives me some odd results, so I've been researching making my own save system which certainly seems to be an endeavor.
Once I get more of this code better documented, I'll probably drop some source on ya to play with. We all learn together.
Never despair. Even if they will call you False, they will remember you.