Hello once again! This week I've been coding in some exciting features. As usual, I'll start with the minor changers:
- Moved ActionSuspension and MessageSuspension into a class type.
- Damage is now properly applied to the recipient. No more multiple damage per swing glitches.
- Weapon durability now decreases properly per swing. No more multiple durability consumed per swing glitches.
Here are some highlights of what shields do:
- Dual-wield. I don't know why anyone would want to do this, but more freedom in games is a good thing. This also means my game is lefty-friendly.
- Block attacks. As expected, you can block attacks from swords.
- Deflect projectiles. Another surprise. This will not do additional damage to other monsters!
- Shield aiming. This is definitely a game changer, a feature I haven't seen done in 2D games. Words can't do this justice, so I'd recommend watching the video (it's towards the end).
I've been meaning to convert the code from XNA to MonoGame for quite awhile, and I just did this yesterday! With this out of the way, it's likely I will be able to release the alpha for Linux or Macintosh operating systems. MonoGame also supports mobile devices and consoles, so if I choose to, I can port my games over to those platforms relatively easily.
This has been long overdue. I've added "Hint" and "Hide" buttons to every UI that uses similar background textures (Inventory, Purchasing, Stonehold, etc). The Hint button will show some information about using the interface when hovering, whereas the Hide button will close the window when clicked.
That's all I have for this week. Next week, I'll see about working on the Spellbook UI, spell slots and work on better skill integration with weapons and armor.
If I'm done early, I may start working on magic. Combat is well on it's way!
From Enckling, with love.