Strategy/simulation game/Auto-Battler - Higher mercenaries, equip them, organize them into a team and watch as they fight through the dungeon collecting loot and gold. Clear your way through 5 locations in the Kingdome so you can enter the deepest reaches of the castle and reclaim the lost relic.
Ok so it was a pretty good week I made major improvement to the combat system making it so armor actually block damage, and all the heroes have ability's that hopefully make team building much more strategic and fun, I've also made it so that enemy's and heroes have the ability to miss and dodge.
the game is quickly approaching what I would call beta if this week goes good then ill consider announcing it officially and putting together a demo.
in this upcoming week I want to take my first pass at adding juice to the game, my plan is to try to make combat have a lot of particle effects (started particle system today) and also have messages telling the player everything that's happening and damage numbers everywhere. I also have to do another pass over combat and make sure hero stats effect all the stuff that's happening.
in this post I'm including pics of all the steam art assets I've made (which I'm actually pretty proud of) as well as some enemy flavor text since I've finished all of it.
hopefully all of you had a good week and another good one this week!
Change Log
-first implementation of particle system is in
-no more messing around time for particle system :0
-quitting the game now works
-Every single enemy now has its flavor text(this took forever)
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-replaced all art on steam with better art
-Finished replacing all but one text rendering code
-Started replacing old text rendering code this was causing text to deformed and also a memory leak
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-Started working on highered hero tags
-new heros now keep showing up to be hired!!
-Im so stupid im setting all the heroes states to 0 somewhere
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-Looking for a strange bug in hero hiring system
-There are now 25 blank hero objects these should be the only ones needed
-Noticed one of the songs runs into the others, extended time betweens plays
-Fixed hero class and portrait UI placement
-Gold stockpile amount updates
-Heroes now cost 25 gold
-Monsters have a chance to drop a little gold on death
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-pontifex buffs now get added to hero stats at beginning of combat round and removed at the end
-if enemy is weak to magical damage magus has chance to debuff all there stats, this stacks
-Magus class now debuffs normal enemy swiftness and fortune
-Sagittarii class now has a chance to lower enemy dodge chance on hit
-Arcuballista class now pieces all armor
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-Signifer class can now do a sweeping attack that hits all enemys
-Pontifex class can now buff allies buffs dont stack but can effect 4 different stats simultaneously, pontifex belief stat effects buff strength, buffs don't do anything yet
-Rorarii class now has a chance to hit an enemy twice
-Velites class will sometimes get attack speed boost
-Hastiliarius class can now hit for double damage
-Made sure heroes aren't healing enemies when there armor is high
-Triarii class now pierces all armor
-Scholae class now has a chance to block all incoming damage for an ally
-Quaestionarius class now has a chance to stun enemies
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-When hero team is wiped combat is stopped
-Enemies now less likely to hit unconscious enemies
-Lots of tweeking combat
-Fixed combat trigger
-heros now have a chance to dodge an attack influenced by plasticity stat
-enemies now have a chance to miss influenced by nimbleness stat
-Fixed enemies attacking randomly
-Enemies now have a chance to dodge an attack influenced by plasticity stat
-Heroes now have a chance to miss influenced by nimbleness stat
-Noticed hero was using ability then attacking i fixed it