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GAME UPDATE!

  • Jul. 21st, 2007 at 11:39 PM
The Game
Here's the new build.

There's actually TWO builds since the last one (apparently livejournal failed to post the last one), so you might as well just read the list:




New features (20070718)


  • Equipment can now have triggered skills, such as on-attack or on-damage or some such. I've added one to Dashijiru's weapon, a 50% chance of gaining some mp back after his turn.

  • Skills can be set to resist (Poison has a small chance of it) based on arbitrary stats

  • Skills can have a chance to not fire (see the above 'mp regen" ability.)

  • Status Effects, are handled pretty much identically to weapons (and for now are defined in the weapon file)

  • I added a walking up animation for Protagonist on the map

  • Skills can now be set to either target dead or not target dead- I added a life spell to Dashijiru if you want to test it by killing off a party member

  • Added particle effect support (the actual particle engine is built into HGE) - see the healing skill and poison for examples

  • Skills can now modify stats, since I handle dead as a stat (instead of a status effect) that's how the revive skill works

  • in-combat-only stat modifiers can be done using statname_temp, and until nex turn can be statname_turn

  • Changed the directory structure to be easier to manage

  • Changed the fonts a bit to actually fit all the skills that need to be fit

  • Apparently the latest version of HGE had this all along: press alt-enter to play in full screen


New Features: (20070721)
  • Added the title screen handler, and removed the HGE logo in debug mode (when compiling in Release mode, it still shows up)
  • Added the beginnings of the camp screen: hit M when walking around
  • Added per-hit effects per weapons.  Supports both particles and sprites.  For the character that throws their weapons, it'll be used for that animation effect too.
  • Cleaned up losing code (try it out)
  • Added the ability to have a skill cast a second skill as an all target, for targeting all monsters.  Try Rays of Lights for an example (it's also a good way to test losing)
  • Started making my own Gui controls (using the hgeGUIObject base class) - the first one is the menu items in the menu (notice the pointing finger)
  • Cleaned up some of the drawing-special-effect-location-code to use sprite centers instead of the hotspots which are used for sprite positioning
  • Put in support for absorbing (cast fire on SlimeLeader) or resistance (he has a high holy resistance, too) and Weakness to elements, properly.  A defense stat over 255 starts to absorb.
  • Some stuff I dont have tests in for yet.
  • Preliminary Unfinished saving code that's currently inaccessable.


Known bugs:
  • Status effect.. effectiveness (say poison damage) currently cant be based on the caster's skill, so poison always does 15 damage.
  • Sometimes the menu highlights too many items.

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