Added attack animations and a level-up mechanic.
Author Archives: Kees
Short update
As a Linux enthusiast I have been using Ubuntu since version 12, and recently I had upgraded my computer from 14.04 to 16.04. Unfortunately, I made a mistake and I accidentally wiped my home partition. Fortunately, the code for Letter for Mimi 3 is under version control, so I could just re-clone the repository. However, …
Letter for Mimi 3 – wip #5
At the end of the battle experience points are awarded to the party members and if a character levels, a choice will be shown to increase its statistics. For now I want to leave it at statistics for the level-up bonus and allow the player to buy attacks for its characters in stores. This should …
Letter for Mimi 3 – wip #4
Fixed the backwards ‘moonwalking’ and added a pointer so you can select the target of the attack. The video also shows a healing power, which is basically an attack with a negative damage amount. The creatures will now also attack a random enemy instead of the first one by default. They also select a random …
Letter for Mimi 3 – wip #3
Creatures now fall over when they have zero or fewer hit points, and they walk forward when it’s their turn in the battle. The video also demonstrates a battle with a party containing more than 1 character.
Letter for Mimi 3 – wip #2
A short battle sequence for Letter for Mimi 3. I am redesigning the whole game since the battle engine was not planned very well in the previous attempt. For now I want to have a solid and working battle engine, and then add the rest of the gameplay (the adventure part) to it.
Added some buttons
I tried out adding some buttons and some basic save functionality. At the moment it just copies the world object to your clipboard, but I will look into saving it using localstorage.
Islands and framework progress
I’ve started working on improving the framework. The most imported thing I did was create a namespace which contain all the game’s concepts. JavaScript does not have a proper class implementation like other languages do, so things are set up a bit different here. I read up on how to implement the idea of classes …
More voronoi cells
Some thoughts and idea’s for the Voronoi cell strategy game. I’ve added a date timer, which will be the actual date in the world on which events are based. For example, moving an army might take 1 month depending on the distance between two capitals. The water cells don’t have a capital, and can’t be …
Voronoi cells in Javascript
Here is a screenshot of a little project I worked on yesterday evening. I worked on a similar project before in Flash, but it was a lot easier to do in Javascript by using libraries. I hope to create a strategy empire manager with it, so we’ll see how far I can get. 🙂