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Calling it for the night…

21 Aug

Last hours have been most productive… I added 4 types of enemies (soldier, archer, dragon and wizard), each with their own special strenghts and weaknesses, and different types of attacks (melee, ranged, aoe)…

It was easy adding them in my data-driven system, which is totally awesome, at least that’s well design… 🙂

screen06.jpg

There are still balancing issues, although not many… still not a game, missing the power gems (to restore mana, health and “wall strenght”), game over and win conditions, more levels, title screen and instructions… Instructions are particularly scary, since the game is quite complicated already from a mechanics standpoint… and I didn’t even add more spells and RPG-like attributes like critical strikes and attack speed.
Some graphics need lots of work aswell, and it would be nice if the characters would face whoever
they’re attacking, but that will take much longer than I have, specially considering my drawing skills… 🙂

Tomorrow I own’t have much time to work on the game, since I have family visiting… going to try geting most of the work done in the morning and at night, specially late night (after 11pm or so until 3am, which is the compo’s finishing time in my timezone). Want to have a complete game with sound, music, title screen, instructions, game over and several levels… the rest of the stuff I’ve been pondering about (more spells, RPG-like damage system, etc), will be left for Monday (so it can participate on the Jam aswell).

Anyway, nice for about 10 hours of work… all data-driven and such… 🙂

 

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