Witchcrafter: Empire Legends

Yeah, so to clarify this dev diary a litlle bit I need to update it!

There was a jam! And I posted a demo and description on itch.io as my submission! :smiley:
For more information you could follow the UDGJ#1 thread :wink:

So, you could be pretty up to date with changes I was making :slight_smile: Right after the jam, there were also introduced the great change to the engine - adding control over flipbook’s framerate and cursor allowing me to perform amazing effects I was thinking of from the beginning.

But now it’s time to refactor the quick and dirty code I wrote in a rush to create a demo to publish :stuck_out_tongue:
I analyzed LowRezAdventure by @britzl and it allowed me to create separated modules responsible for functionalities like movement, keyboard controls and animation. Now I’m working to tidy up the combat and also separate it to the module. I’m creating instances of those modules for each GO like the hero and enemies, so it’s now closer to Enitity Component System. And adding to this a Finite State Machine responsible for taking care if everything is as planned an there are no bugs where you can perform something that is forbidden at the moment, everything looks now professional and I’m glad, because I can easily now implement things, add features and find bugs. So I sincerely recommend to not reinvent the wheel and follow proven and verified patterns and solutions :wink:

To summarize a feedback from the jam, I would like to politely ask you to help me decide which solutions would be better:

Select multiple statements that you consider are true:

  • Focus board is a bad idea and slows down the pace
  • The board allows to focus on puzzles, and rest from the battle for a moment
  • The time while focusing should slow down instead of stop, to create a pressure on a player
  • Player shouldn’t be able to pull out Focus board anytime, but only when EE is 0
  • Player should be able to pull out Focus board at will, but there should be max EE restriction
  • The amount of elements gained is to high
  • The amount of elements gained is to low
  • The rules of gaining elements energy was clear enough
  • The rules were unclear and it was hard to figure it out
  • Enemies should be tougher
  • Enemies should jump to
  • The boss was too easy to overcome
  • The boss was hard to beat, I couldn’t figure out when to hit him
  • The sword was irreplaceable and I used it the most
  • I enjoyed combining spells with sword attacks
  • I would like to mainly cast magic spells
0 voters

And some more suggestions, regardless the demo, but more focused on the future of the project:

  • The best approach is to allow users choose the way to play - either sword or spell fights, and then upgrade those
  • The combination of spells are awesome (water can extinguish fire)
  • The interactive environment is great (e.g. burnable bushes), add more interaction for objects
  • The spells interactivity with each other and environment is needless
  • The hero should be more lively and climb like an assassin
  • The hero didn’t need to climb at all, let’s make a closer camera cut and make it more personal
  • The hero didn’t need to even jump at all, static gameplay could be more controlable
  • The dynamic combat is ok
  • The combat could be turn-based, so a player can focus on creating spells combinations
  • It is better to design for PC and browsers (keyboard+mouse)
  • It is more suitable for mobiles (touch control) - vertically, with two hands on screen
  • If on mobile try to allow to play both vertically and horizontally
  • It could be awesome with a pad in hand (consoles)
0 voters

If you think of any more suggestion on how to direct this game, feel free to write it down or PM me :wink: