Dev Blog Witchmarsh: Daily Update #87

Discussion in 'Developer Updates' started by Flapdoddle, Oct 11, 2018.

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  1. Flapdoddle

    Flapdoddle Witchmarsh Developer

    Greetings investigators,

    Another week of pushing! The Moose once more joins the roster of playable characters. We haven't been able to get his portrait picture quite right, however; but we'll get there eventually. :)

    [​IMG]
    Goof of the week: After entering the wrong damage value for throwing knives, I wondered why somebody on the team (it turned out to be the Bard), was dropping enemies in 2 hits (the average HP of a starting enemy is only 140).

    This week's progress:
    - The Moose is playable again! As you've probably guessed, he's still missing a few animations.
    - Improved the random name generation for all characters.
    - Improved the auto-team generation code for testing purposes (we'll probably remove this feature later on, replacing it with a 'templates' system)
    - More work beefing up the items, abilities and combat scripts.
    - Groundwork for many future items and abilities put in place. General item system housekeeping.
    - Fixed mana and stamina potions, and added a stamina healing script.
    - Fixed several tiling/mapping errors and animation glitches.
     
      Last edited: Oct 11, 2018
      Tsuruda and Captain Rage like this.
    • Captain Rage

      Captain Rage Phantasmal Quasar

      Daamn, you're good with pixels. Those sprites are superb. Can't wait to see them in action (yes, I'm looking at you, technician)!
       
      • Flapdoddle

        Flapdoddle Witchmarsh Developer

        All credit for the handsome pixel art belongs to Joe. :)

        With additional kudos to Luciana (Item icons), Jamie (extra animation), Weston (city BGs).
         
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        • YesNoMaybeISay

          YesNoMaybeISay Void-Bound Voyager

          Can each class only equip one melee weapon type? (e.g. Bard can only use guitars)
           
          • Flapdoddle

            Flapdoddle Witchmarsh Developer

            We've split items and weapons into three categories.

            - Melee weapons: fixed to each character.
            - Ranged weapons: can be used by everyone, with restrictions (the moose's fingers are too big to grip a pistol, and spellcasters like the Scribe have no truck with firearms).
            - Held items: these don't show up on your character, but provide a stat/damage boost. These could be weapons, armor, relics, haunted tea kettles.

            Each class has a melee weapon which they perform attacks with: the Bard has a guitar, the Gentleman a rapier, the PI has a blackjack, and so on. The plan is to have upgrade trees to unlock some different variations, with some possible visual edits. For example: maybe the Techy can unlock a blue wrench which freezes enemies.

            The problem with having, say, the Innkeeper using guitars, or the bard using swords, is that we have a whopping 12 playable characters; each with their own unique animation sets (we don't re-use animations between investigators). To do that, we'd have to drastically reduce the number of weapons, or characters. We decided to go with more weapons and less crossover; giving each character a unique feel in close combat.
             
              Last edited: Oct 12, 2018
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