Submissions from 2018-01-01 to 2018-01-02 (2 total)

I'm excited to see how far I will make it

I'm trying myself on an action-rpg with alchemy much alike to the Atelier series.

For the battle-system I'm thinking of secret of mana (or Star Ocean 2), for the alchemy system I'm imagining the mechanics of Big Pharma and the Style of Morrowind (Elder Scrolls 3)

I implemented a moving character and you can 'pick up' items (not really, they just disappear xD")

See changes here:

https://github.com/Papiertig0r/Alchemy/commit/a8005b80f4edec56b9fb75cca557aa0aa0d96463

Even though I've been off from work since mid December, I haven't done nearly as much gamedev as I wanted to. I did manage to implement a localization system in my LD40 game, Loot n Scoot, but I didn't bother posting streak updates because it was pretty boring, uninspiring work.

In the last couple days of 2017, I got some renewed motivation by the general New Year's spirit. My gamedev goal for 2018 is to release 'space rogue' (working title). The game is currently in the danger zone of 'too ambitious' and 'not clear enough requirements'. In the past, this would probably cause me to abandon it, and start working on a simpler game. In fact, I am already tempted to pick up my orbiting space-invaders thing and work on that instead... But No! I shall release some version of Space Rogue in 2018, even if it sucks and gets 3 downloads.

With that in mind, I actually worked on the game a bit during the last 2 days! I added the beginning of the combat system (previously, the combat system was literally: "attack enemy -> destroy it". Now, there is actually health, and damage amounts.

Finally, I added the very beginnings of an item system. This manifests in the form of loot that drops from enemies/containers, and can be stored in the players inventory. Neat!



*Edit*: All the previous work was actually done on 12/29 - 12/31. For 1/1/18, I started making the player actually attackble. This required giving the player the required components, giving the Blob some really basic AI and an attack ability. Oh, and some animations for attack/response that ended up leading me down a rabbit hole that concluded with the realization that I still don't know how 'apply root motion' works in the Animator. Oh well.

Here's a GIF of some pretty ugly (ha, oxymoron) Blob combat: