Devlog #3, Temperature and Other Additions

So, as I mentioned last time, the next feature I wanted to implement was some kind of temperature system, and that’s done now! Essentially, the way it works is that depending on where you are on the map, your location will have a certain temperature value, indicated by the bar on the left on the image below.

However, simply walking into a cold area will not immediately reduce your own body temperature, instead it will reduce gradually the more you explore colder areas. And of course certain kinds of armour will reduce the impacts of the cold to make it easier to explore cold areas, but even then, some areas will always be too cold to explore for very long.

Finally, staying in the cold for too long will give you the eponymous status: Frostbitten! This will have various affects and is something you’d really rather avoid in most circumstances. I have also coded in heatstroke as an opposite ailment however given the nature of the game, I don’t think this status will show itself very frequently. I do have some plans for it though.

Other than temperature, I have mostly been adding small updates over the last week or so. Here’s a list to keep you updated:
-Over-encumberment effects have been added - as, before now, being over-encumbered didn’t actually do anything.
-The way players and enemies take movement turns on the map is now more dynamic so that different entities can move around at different speeds.
-Skill Levels have been added to the skill tree, which is mostly a future proofing addition for now but you can upgrade some of the existing skills.
-The way HP and damage works has been changed slightly (although this will mostly be invisible on the player side of things).
-A status buildup system has been added so that repeated attempts to inflict the same status in a row increase in likelihood.
-And finally, TONS of glitch fixing around statuses and a change to how stamina cost and recharge works (to allow statuses and skills to affect them more easily)

I have also spent some time planning out a bunch of new skills to implement into the game which is planned to be my next big adventure. I’ll also be looking to add more battle animations so hopefully, by next update, I’ll have some visually interesting things to show off. All this is in favour of building a solid base to play around with as I move forward into level creation and enemy design, but we’ll get to those things in due time.

Until next time,

-June

Previous
Previous

Devlog #4 - Battle Animations and Minor Additions

Next
Next

Devlog #2 - New Demo Release!