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 […]
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 […]
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.
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.
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.
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 […]
In the image above you can see the random set of trees that are generated for the level. I’ve decided to name the game Jester Sokoban since the main character is a jester, whose sprite I picked up in Kenney’s Roguelike character pack. In the past I’ve done a Sokoban style game before, and I […]
A screenshot of the Sokoban game I have been working on today.