Saturday, July 14, 2018

Wind Carrier; Alpha 14.7.18

Hello all!

Not a huge amount this week, I spent a fair amount of time running around and playing with paperwork. That's because the wife and I found a new, nicer apartment and we were working on getting that all sorted out. We'll be moving in on the 1st of August. So, expect smaller updates until that is done with.

What I did get done were a few bigger changes.  I'll just let the changelog speak.



Changelog

-Added the framework for implementing unique behaviors and conditions on individual items
-akin to the way that Diablo handles unique equipment

-Spawners should no longer spawn enemies at the beginning of the day/night if the player is already overlapping them anymore

-Added a small animation to draw the eye to the mana crystal widget whenever the player gains mana crystals


Player Updates:

-Players can now use cards when their mana is insufficient by sacrificing an equal amount of health
-Spell cards cast this way have their damage increased proportional to the health used
-Cannot cast the card if the player's health + mana is still not above the mana cost

-Cards in the player's hand widget now only show up if there is something in the slot

-Card in hand widget now changes the color of the mana cost depending on whether the card can be cast without using health or not

-Added a Mana Crystal widget to the inventory screen in the bottom right corner


Bug Fixes:

-Fixed a bug where Erin, the enemy in Put to Death, could spawn more than once

-Fixed the aforementioned's animations and AI as well



The aforementioned framework is quite robust in its implementation, allowing for custom effects on a whole host of different conditions.

I had intended to make something like it for a while, but my wife had an idea that would need the framework and it inspired me to actually build it. :p

It will allow me to truly make dream rewards unique.


Anywho, that is all I've got for this week.

Until next time,



-Lucas Cady
Project Director

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