Dev Blog Witchmarsh: Daily Update #81

Discussion in 'Developer Updates' started by Pirate-rob, Aug 24, 2018.

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  1. Pirate-rob

    Pirate-rob Phantasmal Quasar

    Greetings Investigators!

    Had a productive day yesterday, didn't get many talents done however, mostly just systems for them. I also spent a little time rewriting how talents are assigned IDs, so the code is far cleaner to work with now. I would like to apply this way of IDing to the rest of Witchmarsh's data, but it would take far too much time to do currently, perhaps in the future.

    Yesterday's Progress:
    - Added the passives/traits system. Many talents give passives, so it seemed like a no brainer to code it now.
    - Started the basics of the cash/money system, since two talents interact with it.
    - Finished those two money based talents as well.
    - Fixed a lot of range weapons not scaling with their respective attribute (so thrown rocks actually use Might as extra damage now)
    - Recoded how talent IDs work.
    - Various Bug-fixes and Tweaks.

    Thanks for reading once again!
     
      Captain Rage likes this.
    • fragile ego

      fragile ego Yeah, You!

      if you dont mind me asking, how big is yalls dev team atm
       
      • Flapdoddle

        Flapdoddle Witchmarsh Developer

        We're a pretty small team!

        - Rob: Systems code, content.
        - Joe: Content code, Backgrounds, Characters, UI.
        - Yours truly: Writing, Game Design, Content.
        - Francisco: Music.
        - TBA: Sound design.
        - Matt: Network code & optimisation.

        Some assistance on the artwork by Luciana, Matthew (different from coder Matt) Weston, and Jamie. Emelie used to be a content writer but she's working on a different project now!

        Only myself, Rob and Joe are full-time.
         
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