Crossbow pickups, a New Modifier, and Much More!
It's been about a week since I last posted, but I've made a lot of progress.
Here's the new stuff:
Crossbow Bolt 'Pickup'
The crossbow bolts can now be replenished by killing red spiders. They drop 2 when killed, which I think is quite optimum.
What was initially planned was a the pickups to randomly spawn on the board, and the player would have to pick them up. But, as Christopher Hollis(thanks yet again!) pointed out, that would've led to more frustration than good game mechanic.
New 'Burst' Movement Modifier
There's now a new modifier, called 'Burst'. When picked up, it gives 6 moves for the next turn, which decreases by one every turn for the next 5 turns(6, 5, 4, 3 and 2 moves), before returning to the standard mode. Provides great range, but you'll have to plan for the penalty.
- A rudimentary 'interactive' tutorial has been added. It shows a message to the right of the board. Updates every 2 turns for now.
- Mousing over enemies now reveals their information(the type, and how much they promote to fear). Just basic functionality for now, but I'll be polishing it later.
Less random Spawning
Enemies now spawn closer to the player at the beginning of the game, and farther away as the game progresses. Currently depends on the score.
The Crossbow shot has been animated, and so have the enemies(upon death).Instead of just disappearing, the spiders and eggs now have a death animation, triggered with a slight delay(As the sword swings/crossbow bolt flies throgh the air.
- Crossbow no longer ends the turn, but takes one action point(move). So now, you can hit a target, and then move to slash an enemy.
- General code cleanup. I was surprised at how effective and useful refactoring the code was. I had a lot of help from the book Game Programming Patterns by Robert Nystrom. I highly recommend it.
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