Current Update - Skills and Effects
Recent patch is kind of buggy, the combat log will have some debugging stuff I forgot to remove :P Some of it is nice to have and others just tells you what your d100 roll was on an encounter table.
But man is this an update, might not be huge now but when skills come to mind I can add them quite easily now. I've gotten a good system down for adding skills into the game and handling effects. Initially, I was going to have sunder be an ability you have to learn, but what I had planned for it was also a little too powerful. My new plan is for each class to have a few innate abilities that you can get improved versions of through feats. Sunder attacks a target with a -2 penalty to hit and lowers their armor by 2. This comes in handy if they move after you or if you have allies. Down the road I'll be adding maybe 3-4 innate abilities for each class and having improved versions where I see fit, learnable through feats. All of the feats in character creation are now working though. Might have left some description text in saying it's not yet implemented but thats only because I just now realized that it was there in the firstplace heh.
Allies are working, but I cant remember if I had him in the last version or not. Just a simple guy who likes to punch villains. Mostly as an initial test for the system. He'll lower the difficulty of going through the game alot. I didnt want to do too much adding of UI elements around town for what I have panned, as I'm going to (try to) touch up the game's scaling and I dont want to just add to that workload before I fix that up.
Did some refinement to combat, now there's a 1 second pause between everyone's action. Tiny bit clunky but I'll work on it. Having pause between actions makes me think that highlighting the box of the character who's turn it is would be a good thing to have, so you'll know when its your turn again easily and because it's nice. I have alot of sound assets to add in, but I havent found a good generic hit sound yet. Magic has plenty of great choices but just no good melee attack sound.
Character creation has been improved a little. You can reassign stats to move them around, which led me to realizing that attack bonuses weren't being calculated correctly. Enjoy a +1-2 to hit depending on how you made your characters from before.
Next on my to-do list is
-initial support for consumables, a quick items bar in combat and initial inventory support.
-possible initial overworld map (probably made in paint for now) and some traveling rework. Might throw in a quest unrelated dungeon to explore.
-attempt at screen scaling support
and whatever people suggest. I'm honestly moving a little faster than expected so I didnt really have time to cook up what I'm going to do next.
Files
Get SimpleRPG
SimpleRPG
WIP Rogue-like RPG
Status | Prototype |
Author | PurpleFanta |
Genre | Role Playing |
Tags | Management, Roguelike, Strategy RPG |
Languages | English |
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