WEEK 11 | HIGHER AND HIGER ⏫ and COMBOS ⚔️
Week 11
COURSE OF THE WEEK :
I was quite busy with my experiment, so I was sadly not able to use it really effective. I had a really good start into the new week, despite being busy I was able to work pretty good on the combat system. However, close to the end of the week I fell into a deep whole and started feeling paralyzed. I still managed to push through the basics of the jumping system and implemented some text that appears when an enemy receives damage!
However it took me quite a while to start working on the devlog - I usually publish the weekly video on Sunday 3pm (Japanese time), however this time I finished editing it around 9pm. I am still glad I got it out. It is sometimes so difficult to stay motivated.
So yeah, it was one of those weeks. But I won't give up so easily!
NEW FEATURES:
Combo:
The thing I am most excited about this week, is the combo system! It is one of those things where I had a really hard time thinking about how I should go about implementing them. But I finally managed to come up with an implementation that works for me!
The animations are still super horrible, I just added some place holders to test the combo system for now!
A combo essentially consists of a series of many "attacks". An attack uses a certain texture, creates special effects, deals certain damage and has its own cooldown (among other things). Quite happy with it! Can't wait to add some proper attacks!
Jumping:
Jumping is now possible, but still not really useful! I realized that you DEFINETLY should use a 3D coordinate system - even in a 2D 3/4 RPG. You don't need to, but if you want to have features that need to simulate height (like jumping), then it is much better to rely on a z-coordinate rather then messing around and using messy tricks to manipulate/store/revert the y-coordinate to simulate a jumping movement. Just add/substract the z-variable from the y-coordinate while rendering. It makes things so much easier, I was so surprised how everything just fell into place!
The jumping is still pretty useless, but I want to make the player able to jump over walls! Hope I can manage to get this working next week!
Hit text:
When enemies get damaged, it will now create a text displaying the value of the damage. Depending on how high the value is, the size and color of the text will be different. The text uses a quadratic function for the movement and its parameters get generated randomly to make it look a bit more fun! I implemented the feature out of desperation, because I did not do enough work that week. But I like how it turned out!
FINALLY:
Next week I will continue working on the jumping and try to add support for jumping over walls! I think it would boost the game fun quite a lot and make the world more alive!
Can't wait to work on the main essential part of the game!
As usual thank you so much for your amazing support!
Thank you for tuning in again on this indie game development journey!
Oh boy look at the time! I am late for my candle light dinner with week 12! See ya!
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Soruce Code Lines: 6831 (+40 this week)
I add this metric, to be able to see how much difference the amount of code lines can make. Ofcourse a lot of code get's deleted and added within a week. Well it is just for fun!
Bear in mind that more code does not mean better code!
#indiegame #gamedev #pixelart #devlog
Forest Orenda
A life simulation with adventure and action elements!
Status | In development |
Author | HadieDev |
Genre | Adventure |
Tags | Co-op, Cute, Fantasy, Life Simulation, Multiplayer, Pixel Art, relationship, Slice Of Life, stardew-valley, upgrades |
Languages | German, English |
Accessibility | Subtitles, Configurable controls |
More posts
- WEEK 10 - SPECIAL FX 💥 and COLLISION ⬜Jun 17, 2019
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