Implement combat v3 Implement pre-combat Implement difficulty levels v1 Implement NPC walk speed Remove player response from dialogue Add character information after character creation Add level statistics to editor Mark quest items in inventory Show tips in the game over screen
Trucking along. A major release, bulk of the work was migrating existing code to use libGDX. In the next releases we will finally start to implement the missing pieces from combat.
Migrate rendering, audio and controls to libGDX Implement chatter Implement video cutscenes Implement language filter Implement text node break function
Disclaimer! Features below are still very much work in progress, and will be implemented into the game at a later date.
We decided to do some major changes to the game’s combat system, yet again. There are many elements in the current system that we enjoy, but at its current stage it is simply put a snoozefest. Here’s a breakdown on how things will change:
Pre-combat – It is possible to avoid most combat altogether by being stealthy, through haggling or by using other means. In these pre-combat settings, skills and background of the player character affect the outcomes greatly.
QTEs – It is possible to deal more damage and receive less damage by timing your attacks and defenses. These events will not be game-breaking but they can still affect the gameplay. This was very well executed in Super Mario RPG, which we will use as a reference.
Buffs/debuffs – These are already in the game, but require a lot tweaking and balancing.
HP not recovered after combat – Currently all characters are returned to full HP after each combat. This will of course be changed, and there are various ways to regenerate back to full health.
Weapons – A quality system for weapons will be implemented, and low quality shanks break easily. Weapons in general are very powerful items in the game, so the player should be careful when to use one!
Enemy AI – We will implement a sophisticated AI for the enemies. Right now they are just SMOrcing like there’s no tomorrow.
Resistances/immunities – These classic elements will also be implemented. There will also be different combatant profiles, including brawler, pugilist and weaponmaster. These profiles affect how characters deal and receive damage.
Grappling mechanics – Grappling mechanics allow characters to “pin down” other characters during combat.
Combos – More powerful attacks have prerequisites (e.g. before headbutt you have to grab the enemy).
Intelligence affects henchmen – Intelligent player character can give tactical advice to henchmen, making them stronger in battle.
Critical hits – Self-explanatory.
Hopefully these changes will make the combat more fun and exciting!
Show level progression properly in character screen Add custom loot option to NPCs Refactor exceptions so that they are thrown only when necessary Re-design inventory UI Add combat portraits Update API documentation Design random encounter areas and logic
Bugs
Fix alert level decrease dialog stuck on screen Fix speaking more than once with NPC that has dialog on multiple levels
Editor
Improve accuracy when selecting overlapping entities Show labels on top of entities Optimize editor boot
Trucking along. Couple of alpha releases left, then it’s time for beta testing in Steam.
NOTE: Release notes might contain spoilers!
Features
Implement POI, door and container logic Implement levers
Tasks
Allow player to decrease alert level Add new debug console commands Implement NPC min and max health Implement helper function for removing all items from inventory Add restoreHealth() to dialogue options and PlayerAPI Add experience values to NPCs Complete Riot quest pipeline Add NPC faiths/resolutions Complete Sewers quest pipeline
Editor
Change level image export dimensions to 32×32 Add “Exit” option under File menu
Implement random encounters and loot Implement combat resolution Add skill training to level up Implement trading via NPC
Tasks
Remove weekly menu Give combat abilities to player after level up Remove quest objectives from journal Add reputation increase/decrease to dialogue Add possibility to give multiple items to NPC and player Calculate player health after level up Design with job rewards Create more NPC animations
Editor
Add texture file generation option Add atlas generation option Add camera center option to combat levels