Hey! I've added some great features recently, and I'm excited to show you. With over 35 hours this week only in programming, the week went by surprisingly fast. Below are some art assets I drew this week. I'm happy with how these turned out!
Aww yea, crossbows! This is actually technically an arweblast (pronounced "are blast"), which is an old english word that mean "crossbow". This is the name I'm using for heavy crossbows, which require two hands to hold. However, I still am planning on adding regular crossbows which will be one-handed. Then you can use a small crossbow with a shield, shortsword, or even dual-wield them. Soon these weapons will work with the entity's skills and will help add an advantage to using bows over crossbows. A longbow's damage will scale with the player's archery level, whereas crossbows have a fixed damage. So using a crossbow may be good at lower levels, but not necessarily at higher levels!
While very simple, this is a feature I'm very excited about! It's useful for crafting smaller items on the go, such as filling a glass arrow with explosive liquid or poisoning a dagger. Don't worry, I do still plan on adding in a fully-fledged crafting UI. This is just 'pre-crafting'. To get some of these items, you will either need to kill a monster for it or collect it in the game world (E.G., ore from a mineral vein). Though don't expect MMO-style skilling such as cooking, fishing, mining, or... firemaking. I could add in these as small little functions, but since the game is combat-oriented, I want crafting to help combat in some way. Brewing an explosive potion, smelting steel for a much-needed weapon, and crafting a "Storgewood Longstaff" are all examples of this.
I'm won't go too technical for this (even though I want to!), but I've been improving the way my game reads map information. It's a somewhat minor improvement over what I had programmed earlier, but it will prove useful in the long run -- hopefully. If I coded it right, I'll be able to program monsters to move between maps. This sounds bland, but I always remember in most GBA games (or all 2D games ever) the easiest way to escape pesky monsters was to load a different map. It'd be pretty surprising to the player to find a couple of monsters followed him through to the other side! Though I'm still debating whether or not this would be a good idea. Another quick note: If you are a fellow programmer, I may write a tutorial for tips on parsing strings into objects. If you are interested, let me know and I'll write it when I have some time! I'm pretty found of my system, though it may not work the best for you.
Alright, that's how my week went. As for next week I plan to keep working on archery. I need to make sure all of the bugs are squished and also need to clean up the code a little. I will also add in thrown items like knives and potions, as well as the one-handed crossbows. Then magic eventually, and after that I'll see about doing some experimenting with network code (I would really like at least local co-op) I may write another post in a few days to talk about how my new work schedule is going (spoiler: kinda great).
Until next Friday!
- Shyy Guy