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.

ld-33_screen_proto_4

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:

  1. Finish Actions
  2. Message/Dialog Boxes.
  3. Monster and Lair sub-screens
  4. Battle screen
  5. Top Bar
  6. Random Events
  7. Ally/Enemy relations.
  8. Monster select/creation

Good Luck Everyone!

Charles K.