In my last post, I said that I hoped my blog posts would start getting more frequent. That was over a month ago 😐
But that doesn’t mean I haven’t been working on things, I just don’t have anything new that’s super interesting and warrants a blog post.
However, I really want to make these posts frequent and keep everyone who’s interested up to date on what’s going on with the game’s development. Because of this, I’ve decided that between meaty, interesting posts, I’ll simply post each of my version control commit comments as I make them.
I figure this will keep the posts coming, give you all a sense of what I’m working on and what I’ll be working on next, and provide some insights into the minutia that come along with game development.
I set the current repository up fairly recently, so there aren’t a ton of commits as of yet, but here is a dump of all of the currently existing comments:
8/29/2017 4:06 PM – Initial Wayfarer project commit
10/23/2017 5:08 PM – Milestone #1 Commit – Stable, first feature set complete.
11/4/2017 9:29 PM – Updated GDD with Overview and Implementation algo for player combat (attacking and spellcasting).
11/9/2017 11:24 PM – Added basic player attacking functionality, as well as initial defense and dodge calculations. Player’s EndTurn, when striking an enemy, is now called by the enemy being hit after its animation is done playing. The next step is to do the same for when the enemy strikes the player. Noticed two bugs: Player gets his turn back too often, and the enemy calls TakeDamage on itself when casting a spell on itself which inflicts damage (Blood Magick). Need to figure out why the player is able to act so frequently, and change how self-injuring spells subtract health from the caster (another function, or maybe a flag to the existing function). These two issues are probably related.
11/11/2017 11:38 PM – Fixed bug where player could attack too frequently. Also modified Stats.TakeDamage to have an optional paramter shouldPlayTakeDamageAnimation (or something like that) in order to prevent self-damaging spells (blood magick) from triggering the take damage animation.
11/14/2017 1:29 PM – Basic functionality for both player attacking and spellcasting is complete. Still have to add some tweaks for reactive animations and turn ending when an actor is hit by a spell.
Next thing that needs to happen is enemy death. The dissolve assets have been brought back into the project, and just need to be called when the enemy dies.
After that, adding reactive animations for the player when a spell is cast on him, or when he is attacked (dodge, get hit, etc.), and ensuring those reactive animations trigger EndTurn in the correct Enemy. This will probably be in TakeDamage(since it has a reference to the Stats of the attacker anyway).