Day 2 Progress

Hey, we’re back!

It’s not the prettiest thing ever, but I’ve at least got the beginnings of some gameplay in there. This is the overworld map, with the animals and the various humans trying to catch them on it. The next step is to implement battling, which is going to need a bunch of new map generators among other things. There’s still a lot to do (detailed todo list below the cut), but it’s starting to look like I might actually have something vaguely playable by the end of today.

Safari Park Escape To Do
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Core
—-
– Actor health variable (with max taken from the Actor’s stats).
– When an Actor moves onto another Actor’s overworld tile, trigger battle.
– Battle map generators:
– Grass.
– Forest.
– Lake.
– Field.
– Town.
– City.
– When an Actor moves onto another Actor’s battle tile, calculate damage based
on the equation.
– When all Animals die/return to the safari park, game over.
– Score.
– When Turn Counter reaches 100(?), player wins the game.
– 1 Animal on the overworld == 2 Animals in a battle
(overworld Animal health == Animal 1 health + Animal 2 health).

Optional given time constraints
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– Tooltips over non-grass overworld tiles.
– Increase drop shadow on Actors.
– Inventory.
– Items.
– Equipable Items.
– One-use Items.
– Throwable Items.
– Items randomly distributed in overworld and battle maps.
– Tooltips for Items.
– If an Animal has no room to pick up or equip an Item, display it on the map.
– Items stats.
– Random names for Items?
– High scores.
– Throwing attacks.
– Some use for intelligence.
– Fog of war.
– Battle reinforcements.