What a long and strange road it’s been lately… When beginning this project I knew that it would require a lot of determination, time, coffee, sacricifes, willpower and, again, coffee. Over the last few weeks I’ve been trying to put together a viable combat system. In Oddventure you will be able to end a fight in 5 ways.
Blunt force (aka self-defense!)- sticks, stones, acorns and so on - effective, simple.
You can literally make the enemy so happy he will not want to continiue fighting.
You can lower the enemies’ mood and:
A. Allow him to run.
B. Kill him, you monster.Last option? Run away like the little girl. And since main character is a little girl there is no shame in that. ^^
Apart from regular HPs enemies will have a mood level. Our heroes will also have a mood bar, but that’s a topic for another day. Back to the point… Ahem. Where was I? Ah, the enemies’ mood. To put it briefly: At your disposal will be a variety of skills, that can affect the enemies’ mood - make them happier or sadder. How you end the fight - it’s entirely your choice.
The hard part in all this is making everything balanced… As all th…. No! Wait! Wrong universe. Snap out of it!
Ugh…
Anyway… Progress.
Right now I have one enemy implemented. A Rabid Dwarf, who is valiantly standing there, taking a beating over, and over, and over again untill I’m happy with how the different skills and weapons are balanced. In the near-ish future I’m planning to implement more enemies. Who wants to fight Dwarves for the whole game?
As of right now the combat system is nearly ready, but when I say “nearly” it means that there are still a bunch of things to do. You may have seen a few screenshots and gifs showing how the interface evolved. The latest rendition is a few posts down - look for it if you want to see the fruit of my hard, frustrating, coffee fueled work.
Whew. I think that’s enough for one day.
So remember - If you like and follow Oddventure now you get to unlock all FIVE ways to end a fight! :D
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