Submissions from 2018-01-25 to 2018-01-26 (3 total)

I managed my time pretty poorly today, mostly because an update bricked my computer and it took me about an hour to solve the problem, so I only did very little code. But at least that’s something!

Also, I wanted to stream but didn’t…

My night class has been cramping my gamedev style, but I managed to add a little feature tonight: kill streaks.

Pretty straight forward: kill any entity on your turn, increment the kill streak. Don't kill anything, streak resets. The neat thing, if you can call it that, is that the kill streak is a ResourcePool, just like HP or Action Points. This means it can become a dependency of certain attacks ('have a kill streak of 2+') and I can optionally make some abilities 'consume' the kill streak. Not that I've actually used those ideas anywhere yet.

I might end up not using the yellow UI meter to visualize the kill streak; it's probably overkill. I think putting a simple # on the abilities that require a certain KillStreak might work. But it's good for debugging at least.

Well, this wasn't so bad :)
Now I'm really glad that I deleted all UI a few weeks ago. Having an idea about how your game is built really helps implementing UI, everything is much nicer and cleaner.

Tomorrow I'm thinking about implementing the full inventory.
Next steps are:
Implementing tool UI and moving items between different UIs
Mixing ingredients (I'm really looking forward towards this)
Implement cooking! (I want cooking like in Harvest Moon Back to Nature ~)
Implementing Ingredient UI (I want to have different stats displayed when hovering over ingredients)

See the changes here:
https://github.com/Papiertig0r/Alchemy/commit/f18400c989054ef585b1ea4f99e43a82beab4625