There is not much to tell….
I am currently working to get the entire combat engine to work.
This ain’t easy, but I already wrote three full RPG games prior to beginning to work on Dyrt which is the oldest RPG of mine here on GJ. And after Dyrt I also did Star Story and The Fairy Tale REVAMPED. Let it suffice to say that I’m pretty experienced now in setting this up efficiently, but still it takes a lot of work.
I did decide to rewrite the entire combat engine from scratch. I’ve basically two reasons for that.
First of all, as I ditched my original LAURA II engine there are many features I no longer have at my disposal but on which my original combat engine heavily relied, so I need to find alternate ways to get the same effect.
Also even in TFT REVAMPED I had some setbacks due to things not well thought through from the start. Yes even when you got as much experience in the genre I have that can happen.
And there’s more:
I wanted to enhance things. I am experimenting with making Ryanna and her friends actually jump to the enemy when attacking them. Not a required feature in a turn-based RPG, but still it’s a nice cosmetic enhancement. This was not easy to do, but I am booking some success here. ;)
Another enhancement is that the target engine no longer discriminates. In RPG terms “discriminate” means that you can either only hit your allies or your enemies based on the move being used a healing or an offensive move. Although the game will warn you when you attack your allies, you can now do so. This can give you more strategic things to work at. Hitting your allies when they are sleeping forcing them to wake up is now possible, you know. As well as casting healing spells on undead enemies killing them in the process. This approach did require me to rewrite the script from scratch also even if I did use my LAURA II engine.
The new system also makes automated counter-attacks possible.
There is still a lot to be done, but I’ll manage ;)
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