Submissions by Papiertig0r tagged planning

I took a day off planning because I had some problems:

Buffs could be
a) single use (like damage or healing)
b) applied and after a certain time unapplied (like health regen or a speed boost) or
c) applied every few seconds until time ran out (like posion)

BUT
ingredients had only one trait (concentration). I am not willing to have up to three possible variables and only giving the player one of them, so I had to rearrange

After a chat with @kommiwhat I decided to implement three traits per ingredient:
Concentration, purity (or quality) and yield.
in a single buff, all three will add to strength
in a timed buff, concentration will add to strength, purity and yield will add to duration
in a repeated buff, concentration will add to strength, purity will decrease repeat time and yield will add to length

of course tools will now influence different traits (distill increases concentration but decreases yield)

also I thought about mixing ingredients and I think, it will average the concentration and add their yield (not sure for purity though)

all in all I'm on the right track

is the mother of every product... or so?

I wasn't particularly fond of my last submissions so I decided to not program anything but rather spend some time in planning until I know what I want to the fullest detail.

Also, I decided to delete all the UI stuff because it was getting pretty convoluted and concentrate on the mechanics. When I know how the mechanics work, I can reimplement UI

When I had to guess, I'd say I lanned about 50% done and I'm happy with the results, planning makes thing so much easier.


No changes today, no github link