Flu progress: FLUGRESS!!


Hello lovelies! I was and still somewhat am incapacitated with the flu but I still managed to pound out a smattering of neat changes, the majority of which improving combat experience and visual clarity:

  • Battles now start with all kobolds on cooldown for a moment; this gives players a bit of time to see what the starting battle situation is and figure out what they want to do without making them manually pause every single time
  • All enemies have had their movement speed greatly reduced to make combat easier to follow and react to
  • Kobolds now also become exposed when moving through a tile with an enemy on it, along with the existing trigger of starting to move with enemies on adjacent tiles; with the much slower enemies this was necessary to make it harder to just rush through enemy waves to reach spawners
  • To compensate, the duration of the Exposed condition has been shortened slightly
  • The battle engine and battle scene drawing is now directly accessed Lua-side, as more and more of the code gets slurped out of the C++ end like yummy spaghetti
  • Mousing or selecting a kobold now highlights their range:

  • Mousing a tile with enemies on it now displays tooltips briefly explaining each enemy type:

  •  We now have an overlay showing that the game is paused:

  • Giving commands to kobolds while the game is paused has been removed; I went back and forth on this for a bit and decided that manually pausing and unpausing each time you gave commands was both optimal and extremely annoying. I MIGHT just have the game automatically stop when you're giving commands as a compromise but that is up in the air for now
  • Map tiles are tinted different colors for the zone you're in on both the battle and dungeon screens
  • We now have a proper victory subscreen when a battle is won showing your rewards, and with this we have item drops from battle! (XP graphic pending):

With all this done we draw closer than ever to the point where we can have our first public demo release! Our next task is to design and implement the first boss of the game: the Dendrite. Ta-ta!

Get Kobold Crawler (alpha)

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