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Hello Caro here, I am starting to gradually redo the entire combat system and the combat stats of the enemies.
Tbh I made the battle system so simple on purpose, bcs I know there will be many RPG begginers,and it would be a big headache for them to learn and understand the complex battle system. So I made it simple to let it is more like an extra way to tell story instead.  But I have heard many people complain that"The battle system is boring,lame,grindy".  
So fine, I'm going to remake it SUPER-complexification,  you guys had it coming!

And of course, 👆the above reasons are just joking, the real reason is that I just want to add more ideas into the game, and the old code is no longer enough to support me to add new things.

So here are some of the content I have completed recently, if you are active in our Discord channel these days, you should have read all of it lol.

1. The "Element":

  • after completing certain conditions, you will be able to enchant the corresponding element into your weapon slot, allowing you to continue to use physical attacks in combat, but also to activate the elements in your weapon to damage some enemies who are immune to pure physical attacks. All enemy stats will be added to the corresponding "elemental resistances", they will have their own strong resistances and weaknesses resistances.
  • And in the future, when certain conditions are reached, the enemy's form may transform((For example: after a specific action ,or when attacked by a specific element attack)) and in this form, the enemy will drop unique materials/items, or unlock unique scene.

2. The "Weapon Scaling":

  • if you have played the series of "Dark souls"  before, then you won't be unfamiliar with this.
  • In short, I added the "Correct Stat" to the weapon, each weapon has different "Correct Stat", depending on the player's stat points, the weapon will gain additional damage.
  • As for more new weapons, they're on the way.

3. In-combat item bar rebuild:

  • Rebuilt the item bar in combat. as well I will start adding some throwing items to make the battle at the beginning of the game a little easier for Rpg beginners and Charm build when the 【Element】 sytem is done.
  • Added some visual effects animations of using items in battle,(You can see it in this post's  attachments!"
  • If you hate the new animaitions then you can close the animations and the item usage confirmation in the "Preferences" to let it works like previous version again too

4. Improved the logic of displaying items:

  • Improved the logic of displaying the number of items
  • From now on, items in the store that are available indefinitely will no longer show their number as 99.
  • The number of unique equipment and key items in the player's backpack will no longer be displayed as 1

So that's all.

The code redo is far from complete, but I still want to keep providing playable and readable contents while redoing the code, so this is the end of this month's code update. I will continue these code redos things next month.

It is expected to be completed in 0.31, then I will re-polish the game's ugly UI and add the quest log (Finally)

Comments

NITRO89

This all looks great!! Hey one big question for you. When will the guest logbook be available so we can track what quest we are on and what is completed?

CPN EZ

Will that mean enemies also get animations (Lust ones hehe~)

SPACeDOGT7

I'm excited for this new combat system