A lot of project have devlogs. It’s motivating, it may serve your promotion, but mainly it creates some connection with people who like your project.
Legend, inspired me to continue blogging.
In the last two weeks our prototype got:
- Shooting! You can:
- shoot volleys (the weapons are described in JSON and can be created arbitrarily);
- kill mobs;
- miss! (I invented an original weapon accuracy formula);
- reload;
- see the mob in focus, its HP and hit probability;
- Vision field (thanks to bracket-pathfinding);
An animated GIF is worth two thousand words, so here you go – a testing map, and then the data that defines it:
As some may notice, the demo is taking a bit of inspiration in my favorite roguelike, Jupiter Hell. Go buy it. Yes, it is totally worth it. No, the price will not be lower.
Our fantastic screenwriter has finished a scenario plan and is pushing me towards a minimal combat/plot demo. He’s absolutely correct, and it means I have to finalize the essential combat features like:
- mob inventories;
- simplistic monster AIs (wander, seek, shoot back);
- time, (where each action may take a different amount of time, and this defines turn order);
- shotguns;
- melee;
- cover;
- (maybe) destructible environment;
And non-combat plans for the demo:
- redo the conversation UI – it’s supposed to be nonmodal;
- and, very likely, migrate to graphics. With the tech I want (pixel graphics + lighting), it’s a huge task, but, er, I really want it.