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Plants are more than just decorations or sources of crafting materials/food, they are important components in combat! In the boss fight I am currently working on, maygrass stops the spread of switch grass traps, which deal damage to the player.
The combat system is coming along! You can now block an attack with an imbued bead of the same typing as the incoming attack. A plant adaptation (in this case flood resistance) blocks water attacks.
Everything tile in this game can be manipulated. Want a river? You've got it.
Saving and loading has now been implemented. Your character position, items, quests, npc information and all of the tile information (including plant positions and growth progress) has been maintained. See the full post here: https://sweepnet.itch.io/food-for-crows/devlog/693037/saving-and…
Currently, when the player dies, they respawn back at the start. What should a death screen look like?
Trap tiles have been added to the game. These tiles deal damage to the player when they are stepped on. This opens up a ton of potential ideas! The example shown is a type of grass that will be used by the grass boss.
My handsome boy!
Working on building above the game level today. Doing a little redesign of the tiles as well.
The first quest of the game features a talking crow, a coyote that attacks your cousin, and fence building content!
You can make your player portrait match your choice of clan now!
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