7-11-19 Moving towards Alpha 2.0


I noticed that the formulae for the NPC *attack_speed and *attack_power were not functioning properly. They are meant to scale with stamina such that less stamina means weaker and slower combat for the npc. I've managed to fix the issues, where the NPC only needed 3 attack cycles to destroy the player, and I've tested the combat fully.

Some new issues are clear in balancing combat. I've adjusted the defense rating of the NPC, however, I've noted that it is impossible to kill the NPC in the allotted time as currently designed. This wouldn't be an issue if end battle mechanics were made. However, since the game won't end the combat until either player or NPC are dead, the combat lasts well over 90 seconds as is allotted.

Moving forward I will look into redesigning the combat formulas, and even moving them into their own script for testing purposes. Not necessarily the attack formulas need redesigned, I have determined that the defense mechanics could be nerfed or re imagined.

I finished the HUD with a gui addon for the NPCs to display their stamina and health as the Player has. The logic is simple enough that changing NPCs shouldn't break the game.

My plans for tomorrow are to break from the Programming aspect, and focus on the art of the game, and introduce 2 new playable characters, I know one at least will be a Retarii. Right now it's a Murmillo Secutor match, and I do plan on adding the NPC armors into the game to balance out the defense mechanisms. The armors are already made for the Secutor, it's a matter of adding in the draw code and graphics at this stage, and updating the database.

Hoplites are being considered for the third playable character.

I found a game breaking (CTD) error where the random functions result in 0 indexes seeding the array, and thus the final script gives an out of range error. It's been corrected with some simple mathematics.

After the graphics update there will be some major development on Start/Title screen and the actual Profile section of the game, which will include using the cards which are featured on the main page of the project here on itch. Armors for now won't be interchangeable, but eventually I hope to make it so.

Controls will remain the same moving forward. I'm forcing myself to wait on the next public release, so that the update is large in terms of what features are new.

The next time I get together with the musician for the music, I will have new music for the game, so that when you engage the NPC Rundger it's not the same music from the tutorial.

Another graphic I wish to produce tomorrow is a new background image. Possibly I will attempt to do 2 new backgrounds. I need to complete the pause menu graphics to prepare for adding the logic and mechanics for such a feature.

Files

Lunesta_Alpha_public_V1-6.zip 4 MB
Jul 11, 2019

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