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 nameElementCategoryBase powerAccuracyTierTagsTag 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

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Windows Desktop.zip 26 MB
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