Devlog #23- Wesley and Stun
This week was very productive and most of it I can actually show without spoiling too much!
Last week’s goals:
-Finish the boss (continued from last week) : DONE!
-Polish Wesley’s area to a playable state: DONE!...ish! The area is completely playable from start to boss, but I’m still gonna polish a bit more before I get my brother to playtest it.
-Make the next area (small northern hub connecting 4 of the dreams)- DONE!
-Finish part 1 of Yusuke’s extended dream: ugh, STARTED! I added his house to the base camp, but haven’t made the interior yet. The house is a more detailed version of Yusuke’s house from the original jam game.
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I finished everything on my to-do list pretty early in the week (except Yusuke's area) so I ended up do a bunch of extra stuff:
Wesley’s HIT
First up, I updated Wesley’s basic attack-
Once you start the attack, his magic eye will roll around and then reveal a prompt and you have a short time to react with the correct key. For now it’s just one of the 4 direction keys, but as his attack gets stronger the more possible prompts are added.
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Wesley’s Power Attack
Not completely polished yet but the idea is there. Basically a simple Galaga style arcade game with a 15 second time limit- shoot down stuff to raise POW damage and lower it if you get hit by an enemy or asteroid.
I’ll add new enemy variants as Wesley’s power is upgraded (as of now it’s just asteroids).
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Status Effects:
I’ve talked about my plans for status effects in a previous devlog, and I spent a good chunk of time this week implementing them properly so that they can now stack!
Also a big new change I’ve made is that STUN is now separate to other status effects, and I’ve moved the visualiser from the banners to the turn order icons in the top left.
BURN, CHILL, DIM and TOX can all mix with each other to create more powerful effects, but STUN can’t mix with anything and cannot stack. But if a character is stunned while affected by another status effect then the effect will trigger but not be removed until the next turn.
For example if a contestant is stunned and burned, when it becomes their turn they will lose DEF from the burn and then lose their turn from the stun. But only the stun effect will be removed, so they'll get burnt again next turn.
Also new enemy ghost reveal because I’m too lazy to edit it out :) Little UFO guy!
...and I'm just noticing now that without STUN in the mix, the first letters of each effect are BCD and if I changed TOX to ACID then it would be ABCD? Hmmm...
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Goals for next week!
-Revamp Quiz and Hard mode/Weaklings (I’ll explain what this is next devlog!)
-Make interior for Yusuke’s house
-Wesley’s area polished and playtested by my brother
-Start the final area (leading to final boss)
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Thanks for reading!
Nagayami Nights [Devlogs]
My current project, an RPG inspired by Earthbound and Paper Mario
Status | In development |
Author | Yozoraki |
Genre | Adventure, Role Playing |
Tags | Anime, earthbound, Exploration, Indie, japan, mother, paper-mario, Pixel Art, Turn-based Strategy |
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- Devlog #45: Hype with RhythmOct 06, 2023
- Devlog #44: IndoorsSep 28, 2023
- Devlog #43: Ayumu's HIT (again)Aug 25, 2023
- Devlog #42: Post-Mother DirectAug 17, 2023
- Devlog #41: Pre-Mother DirectJul 27, 2023
- Devlog #40: Skill TreesJul 14, 2023
- Devlog #39: Skip IntroJul 06, 2023
- Devlog #38: Trailer AnnouncementJun 28, 2023
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