The number of turns they have to wait until they can move or attack again depends on their Speed stat. Eventually I settled on a central turn scheduling system in which all monsters (and the player) schedule their next turn each time they take an action. This is kind of a weird thing to implement in a turn-based game, and I wasn’t sure of the best way to go about it at first. In order to make monster fighting more interesting, I wanted to add a system for variable attack and movement speeds between different creatures. I’ve added an indicator to the interface that shows this stat directly, unlike Rogue and some other games that keep it hidden and only warn you shortly before death: If at any point your Satiety stat dips below 50, you start getting warnings, and at 0 begin taking damage every turn. Currently my system is very basic: the player starts with three rations, and can find two different types of food items within the dungeon that refills their hunger meter. Since food is limited and can only be found within the dungeon and not created by the player, it serves as a time pressure mechanism the player has to keep moving further down the dungeon to find food in order to stay alive. Hunger systems are a classic feature of roguelikes - since the original Rogue, in fact! The idea is that the player needs to seek out food within the dungeon and eat it regularly, otherwise they gradually begin to starve to death. Originally I was going to work on the dungeon environment, but I figured that fancy dungeons wouldn’t be that useful if the player couldn’t do interesting stuff in them, so I went for under-the-hood gameplay systems instead: My focus in the last few weeks has been on some core gameplay systems. So it’s been a little bit since the last update on my hobbyist game development efforts, but a lot’s been going on whenever I can snatch some time in between the constant, endless presentations I’ve had to prepare for recently on the academic side of my life.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |