New build and devmap.


Welcome to a new update, posted during a rather warm day in midwinter.

This update is basically a lot of polishing in what was already implemented. Area transitions now have a lead-in to when the player finally receives control. This will be a precursor to room transitions in and out of buildings: the only thing necessary would be a door sprite updating to reflect a door opening and closing.

Niko finally has a skill: it selects a random target and hits that target five times. I will likely change this behavior to retarget five separate times. Her special equips condition is not yet implemented, and neither are movesets for the other party members.

A basic projectile effect has been implemented; I will expand upon that subsystem for every ranged attack.

Still thinking on a permanent title.

See ya.

Files

ablam_explorers.zip 2.2 MB
Feb 21, 2022

Get Project A (tentative title)

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Oh, I forgot to write about what I have planned for the next build.

The thing that I have been working on is status moves, though I am trying to determine how I would make them work with the current move index/data structure that works for the damage-dealing moves I have implemented.

Another thing: learnsets. I would like to have the rudiments of this system implemented as well. What I am thinking is a ds_grid that contains both the move index and the level-up point.

Lastly, status conditions.

I think ultimately, we should have a finished battle engine by the end of either this build or the next.