Wednesday, October 16, 2013

Dungeon Diving 4

New UI is in!
Inventory is in!
Experience gain is in! (But not leveling up)
Chest dialogue boxes are in!
iPhone (pre-5/5s) resolution size in!

Next step: possibly real loot??


Saturday, October 12, 2013

Dungeon Diving 3

Ahh so much has progressed! There's now a fully functional combat system in place for both the player and the enemies (sorry for the lack of interesting skills!). I programmed in a 'rage' bar, which will be the resource management system used by the warrior-type class where the resources build up from standard attacks and you can unleash them on your enemies later on.

I added the ability for the game to create "hallways" to spice it up a bit. They still function as rooms, but with a wall knocked out. One day I want to get better decor randomization in place, but that's not really that important I think. One thing I WOULD like is for the system to be able to create corridors, rooms 3 long and straight that branch off. Dungeon generation is actually the coolest part of the system so far, I generate the blueprints for a room and then I throw it into a factory function that chugs out the room and then I drop it into place.

I also have a working back-end for an inventory system with the ability to specify items as stackable (although the user interface isn't implemented yet, so you can't see anything).

Finally, there's a dialogue system! So now you can see what was really in that chest you just opened. Completely dynamic on my part, I specify the picture and the text and the system takes care of the rest.

Until next time!


Wednesday, October 2, 2013

Dungeon Diving 3

Preliminary combat is in!! More of a proof of concept at this point -- I went 180 on how I wanted to handle it, but I like this system the best so far. Here's the low-down:

-Each character will be able to learn a variety of skills, but each time you enter the dungeon you'll only be able to take a handful of them. There will be a huge emphasis on making sure you have the right skills and build for the job.

-Skills have a cooldown and a cost. Your class will determine the resource management system that you use. The skills can only be used as often as the cooldown allows, pending you have the resources to use them. This means you'll be clicking nonstop until things are dead! Who doesn't love that.

More to come in the near future, like mobs attacking you back. That's kind of important.