v24.6.10.1: Move revamp!
All right, first big update since publishing the project! This one has a lot of refactoring and QOL, but we're still on the road towards something fun with a complete game loop. A lot of things are still pending, but I'm pretty happy with the direction we're headed!
This update also includes a lot of content, although it's mostly stubbed. I was hoping I'd get to add only finished -- or at least completely functional -- content by now, but this turned out to be quite a bit of work that I still haven't gotten around to doing.
New features
- Added 50 new moves! While not all of them have their secondary effects coded in (most importantly, most status moves do nothing), the metadata is all there, including a lot more damaging move options.
- Elemental colors: The colors for each element have been updated. The elements themselves still have little impact in the game, but I plan to make them more influential over time.
- Vector doodles: Replaced pixel art with vector art for faster programmer art
- Not Pokémon: Renamed Special Attack and Special Defense to Sorcery and Enchantment
- Critical Hits: Each creature has a chance to land a hit for twice the damage.
- Upscaled: The project is now drawn in a canvas twice as big as before, meaning I have more room to add stuff because I no longer care about NES-level resolutions. Also, the web version of the game now renders at minimum size instead of 2x.
- Training montage: Creatures now gain experience. Experience grants levels. Levels grant extra stats. An experience bar at the bottom left of the screen shows progress to the next level, but it's not animated yet.
- UI updates ongoing: More tweaks have been made to the in-game HUD. Moves should be easier to discern while also taking up less unnecessary space.
- Nothing lasts forever: Status effects now operate on a stack system, starting at 5 and increasing by 1 each time they're reapplied. This is reflected in the UI.
Bugs squashed
- No longer reuses the same seed if you use the seed picker in a run and then start a new one afterwards
Technical notes
- Engine version updated from 4.2 to 4.3.
- Lots of refactorings and large file lists transformed into data packs for easier updates and modding.
Roadmap
I've made a lot of progress laying down the basics, but each step forward opens up three new paths I'll eventually have to go down. Also, the roadmap I had on the last update was mostly reprioritized throughout the week, so the things we saw there are mostly still pending or underway. I have a full roadmap that I hope to share one day, but for now these are the highest priorities:
- Implement all existing status effects so the game stops lying to our faces about status moves doing something.
- End-of-battle rewards.
- Resource management system.
- Add tooltips explaining moves.
- Add a compendium of moves and creatures seen to the main screen.
- Add UI animations for HP and XP bars.
Previous roadmap updates
- Add basic animations for attacks and status moves: deprioritised
- Do away with moves that don't have any visible effects: ongoing
- Reach 50 different available moves: done 🎉
- Add a tracker that displays information about your current creature like stats and moves: also done 🎉
- Implement some sort of resource management (mana bar, power points, item slots etc): still on roadmap
New status effects
These are the status effects that have already been implemented:
- Ablaze: Loses 1/8 max HP at the end of the turn. Takes double damage from Fire attacks.
- Wet: Takes double damage from Lightning attacks.
- Slow: Speed is halved.
New moves
Below is the in-game move data for the existing moves. Note that most effects listed are still not implemented, but I do have an ongoing task to implement all of them.
Move name | Element | Category | Base power | Accuracy | Tier | Tags | Tag descriptions |
---|---|---|---|---|---|---|---|
Hydro | water | Magic | 50 | 1 | 1 | slow_50 wet | Wet: Increases vulnerability to Lightning. Slow: Speed down 25%. |
Pyro | fire | Magic | 50 | 1 | 1 | ablaze_30 | Ablaze: Loses 1/8 HP at the end of the turn. Increases vulnerability to Fire. |
Eola | wind | Magic | 50 | 1 | 1 | haste_self_30 dry | Haste: Speed up 50%. |
Gaia | earth | Magic | 50 | 1 | 1 | distracted_30 | Distracted: Enchantment down 25%. |
Phos | lightning | Magic | 50 | 1 | 1 | confused_30 | Confused: All moves have 50% chance to backfire. |
Focus | wind | Status | -- | 1 | 1 | deadly_self | Deadly: Doubled Critical Hit chance. |
Stone Shield | earth | Status | -- | 1 | 1 | shielded_self | Shielded: Halves damage taken. Increases vulnerability to Earth. |
Demi | aether | Magic | -- | 1 | 1 | demi | Demi: Reduces target HP by 1/3. |
Flash | lightning | Status | -- | 1 | 1 | distracted | Distracted: Enchantment down 25%. |
Pressure Blast | water | Physical | 40 | 1 | 1 | No additional effect. | |
Electroshock | lightning | Physical | 40 | 1 | 1 | No additional effect. | |
Rock Throw | earth | Physical | 50 | 0.9 | 1 | double_crit | Has doubled critical hit chance. |
Gust | wind | Status | -- | 1 | 1 | slow | Slow: Speed down 25%. |
Fiery Barrage | fire | Physical | 20 | 0.9 | 1 | hit_3 | |
Forest Healing | earth | Status | 20 | 1 | 2 | heal_self refresh | Heals user. Clears all statuses. |
Drain | aether | Magic | 40 | 1 | 2 | drain | Heals user for 1/2 of damage dealt. |
Deny Magic | aether | Status | -- | 1 | 2 | spellbroken | Spellbroken: Magic attacks cost double. |
Haboob | earth | Magic | 70 | 0.8 | 2 | confused slow | Confused: All moves have 50% chance to backfire. Slow: Speed down 25%. |
Water Whip | water | Physical | 80 | 0.9 | 2 | double_crit | |
Flaming Shot | fire | Physical | 80 | 0.9 | 2 | scorched | Scorched: Halves physical damage. |
Thundorous Strike | wind | Physical | 100 | 0.8 | 2 | prone | Prone: Defense down 25%. |
Earthquake | earth | Physical | 120 | 1 | 2 | recoil_50 prone | Deals 50BP damage back to user. Prone: Defense down 25%. |
Wave Crash | water | Physical | 100 | 1 | 2 | recoil_50 prone | Deals 50BP damage back to user. Prone: Defense down 25%. |
Ball Lightning | lightning | Physical | 100 | 0.8 | 2 | distracted | Distracted: Enchantment down 25%. |
Ancient Flame | fire | Status | -- | 0.8 | 2 | ablaze | Ablaze: Loses 1/8 HP at the end of the turn. Increases vulnerability to Fire. |
Icewind Gale | wind | Status | -- | 0.8 | 2 | frostbitten | Frostbitten: Loses 1/8 HP at the end of the turn. Increases vulnerability to Wind. |
Gorgon Gaze | earth | Physical | 20 | 1 | 2 | petrified_10 | Petrified: Cannot move. Has 50% chance of wearing off early. |
Fade | aether | Status | -- | 1 | 2 | intangible_self | Intangible: User evades attacks for one turn. |
Healing Spring | water | Status | 50 | 1 | 3 | heal_self | Heals user. |
Wire Transfer | lightning | Status | -- | 0.9 | 3 | wired | Wired: Loses 1/10 HP at the end of the turn. Heals opponents for the same amount. |
Nature's Call | earth | Status | -- | 1 | 3 | invigorated_self | Invigorated: Doubles user's Defense. |
Fae Ring | aether | Status | -- | 1 | 3 | reflect_self | Reflect: User deals 10% of physical damage taken back to the user. |
Wane | aether | Status | -- | 0.8 | 3 | waning | Waning: target loses 10% Attack per turn. |
Blood Pact | aether | Physical | 50 | 1 | 3 | bloodbound | Bloodbound: Shares all damage taken and dealt with opponents. |
Mar | aether | Magic | 20 | 1 | 3 | marred | Marred: Takes 20 additional magic damage per instance of damage taken per stack. |
Supercharge | lightning | Status | -- | 1 | 3 | supercharged_self | Supercharged: Increases damage dealt by 50%. |
Ice Spikes | water | Physical | 40 | 0.9 | 3 | Hits three times. prone_30 | Prone: Defense down 25%. |
Heat Transfer | fire | Physical | 75 | 1 | 3 | Heals user for 1/2 of damage dealt. | |
Poisonous Infusion | earth | Physical | 75 | 1 | 3 | Inflicts Poisoned. | Poisoned: Loses 1/16 HP per stack at the end of the turn. |
Tornado | wind | Physical | 140 | 0.7 | 4 | prone_30 | Prone: Defense down 25%. |
Infernal Blast | fire | Physical | 120 | 0.7 | 4 | scorched_30 | Scorched: Halves physical damage. |
Lightning Strike | lightning | Physical | 120 | 0.7 | 4 | scorched_30 | Scorched: Halves physical damage. |
Sinkhole | earth | Physical | 100 | 1 | 4 | prone | Prone: Defense down 25%. |
Holy | aether | Magic | 120 | 0.8 | 4 | marred | Marred: Takes 20 additional magic damage per instance of damage taken per stack. |
Hyper Beam | aether | Magic | 150 | 0.9 | 5 | ||
Overload | lightning | Status | -- | 1 | 5 | deadly_self supercharged_self wired_self | Deadly: Doubled Critical Hit chance. Supercharged: Increases damage dealt by 50%. Wired: Loses 1/8 HP at the end of the turn. Heals opponents for the same amount. |
Photosynthesis | earth | Status | 150 | 1 | 5 | heal_self | Heals user. |
Steam Beam | water | Physical | 120 | 0.9 | 5 | scorched prone | Scorched: Halves physical damage. Prone: Defense down 25%. |
Blizzard | wind | Magic | 150 | 0.9 | 5 | frostbitten distracted | Frostbitten: Loses 1/8 HP at the end of the turn. Increases vulnerability to Wind. Distracted: Enchantment down 25%. |
Slash | earth | Physical | 70 | 1 | 1 | No additional effect. |
Files
Get Iron Will
Iron Will
Roguelike monster catcher (WIP)
Status | In development |
Author | Flaming Rat |
Genre | Strategy |
More posts
- v24.6.21.1: The MakeoverJun 21, 2024
- v24.6.15.1: Resource management added!Jun 16, 2024
- v24.6.13.1: The Moves UpdateJun 14, 2024
- v24.6.2: Hotfixing spreeJun 02, 2024
- v24.6.1.2: Infinite BattlesJun 02, 2024
- v24.6.1.1Jun 02, 2024
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