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Hey everyone,

A huge thank you to all my supporters. All your support means a huge amount.

I'm really happy with how the ghosts have turned out. I've got a good style and a cool way of making them.

I've drawn out the basic way I'm going to do combat. At the moment it's mostly theoretical. But I've got some cool early experiments underway. I'm creating a system that lets me test combat in bulk.

Currently I can create a couple simple attackes and then simulate 100's of fights.
This can then give me probabilities and a general idea of difficulty. Eventually this system will become the core of the combat engine. I'll then hook up a visual interface/fight graphics once I can easily test any new ability.

The other reason is enemy AI. There are two basic ways I can do AI, either I pre-program a move order for each enemy and a general idea of things like "heal self when on low health".

Another way is to get the enemy to simulate X number of turns into the future and then take a stab at the best outcome. This way has the advantage of I don't have to tell the AI the best way to use it's abilities. If it is on low health it would be able to figure that healing would be advantageous. 

So until I have a nice robust system working I wont have any totally pretty images. But I might play around with a few new ghosts.

I've also started adding a few new sliders into the character customiser. I'm allowing you to make your character larger or thinner. I'm also working on increasing chest and shoulder size. I'm obviously not going to have as much customisability as like a AAA game but I think it will help people get into the game if they can have a little more control over how they look.

I'll hopefully have some updates/images of this new content for the next Devlog.
Until then have a great weekend!



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