Hello and Happy New Year!
It was an exciting year behind us, I’ve learnt a lot about the engine and game dev, a lot of things happened in my life It is also very exciting to write a first post in 2019 about my project
(of course I’ve prepared it earlier
)
In December I’ve completely refactored the code, tidied up everything, made it more readable, tried a lot of things and still trying to optimize and polish my gem. Mobs are very generic now, so I can easily create diverse instances. Hits are based on collision triggers. The biggest change was to replace all the movement and collisions system with @britzl’s Platypus. I suggested inclined slopes that are working great now, so thanks again Take a look at a little demo:
Estel can now jump, bounce from walls, walk on diverse grounds and even attack in the air! Attacks are scheduled and player can perform a combo easily, but still the clicking rage is tamed. I think, combat is much more dynamic now, so I’m trying to redesign my first thoughts about Focus board for spell casting. Turn-based combat is very popular and comfortable on mobiles, thus I do want to implement puzzle mechanism to perform fight, though it would be optional. Normally, the combat will be real time, but when Estel enters a strange dimension or a singular state of his mind the time drastically slows down and stops, so he can literally Focus on performing a breathtaking attack!
It will be up to the players which way is better or more suitable for a situation - I wish to make this game convenient to play vertically, with one hand even
I am glad about the progress and this dev diary and forum helps me with a motivation a lot I hope this year would bring us all great ideas, implemented in Defold and shown to the world!
Happy Defolding in New Year!