On to Core Gameplay!
With 19 hours left in the Compo, I am about to start work on core gameplay. There is still a lot to do, but I’m in a better position now.
The Action [Strategy > Move] was more complicated than I envisioned, but it is done. The code is hairy, but it can handle a variety situations and is robust enough to endure bad input (like ‘moving’ to your current region). Complicating this are flying monsters (Dragon, maybe Witch), that can move 2 regions per action.
I’ve also added temporary Lair (blank triangular blob) and Player icons.
It is time to move on. The rest of the actions won’t be too complex (I hope). The ‘Tyranny’ group and remaining ‘Strategy’ actions are fairly straightforward. The Kidnap/Random toggle will be interesting. Most of the ‘Supremacy’ actions will be a challenge. I may drop Research. Blight will be a magic spell instead.
However, it’s the NPC relations and random events that will be the most challenging. There’s a lot going on there.
All-in-all, this is the ‘meat’ of the game and I look forward to making it happen.
The original schedule that I had planned on is now off the table. I’m programming and adding assets as needed.
To Do List:
- Finish Actions
- Message/Dialog Boxes.
- Monster and Lair sub-screens
- Battle screen
- Top Bar
- Random Events
- Ally/Enemy relations.
- Monster select/creation
Good Luck Everyone!
Charles K.
