Dev Log 2
Month 2:
This month was me sorting out combat scripts, unit classes and attacks. Basically anything that would involve combat would be done this month.
I added multiple enemies to the game thanks to SerializeableFields, and each enemy would have their own level, HP, XP value, attacks, classes and sprites.
I added the combat moves, these would have different damage values, different strengths and weaknesses, different amount of uses.
I added a xp and leveling system as well as damage modifiers to my units and the enemy units. This way the player can unlock higher level combat moves when they level up.
The combat U.I for the battle system was also improved upon, inlcuding a companion summoning page, multiple attack options, the ability to flee actualy now working and (my personal favourite) the ability to speed up the text typing speed. Making combat a lot faster.
Persisting bugs and issues:
The A.I are still unstopable, no solid object will stop them from chasing down the player. But seriously, the A.I still love walking through walls.
The player pouch doesnt work
The boss enemies do not spawn in the correct spawning pool. They are spawning when an enemy touches the player and launches combat that way, I am aiming for the bottom right of the map to be a random enemy encounter zone, where just walking around there has a chance to spawn a boss tier enemy
Pinky's Adventure
Status | In development |
Author | TristanDell |
Genre | Adventure, Action, Role Playing |
Tags | 2D, Exploration, Fantasy, Singleplayer, Unity |
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