Buffs 'n Stuff
Things are coming along great with my previous goal. As you can see in the picture, I’ve got the mini map accurately showing room layouts once you have explored them now. Also, there are now more rooms to work with. Still a lot of repeats, but that will somewhat stop being a problem as I add more to the possible pool.

I’ve also made fights on floor one a bit more diverse, adding some new possibilities for monster combinations.

Most importantly, I have revamped the equipment system over the last two days! While the UI for it is still absolutely awful. (Creating GUI’s is so unbelievably horrible.) Equipment does not just give flat stat bonuses anymore, and I’ve added a few new ones into the game. Examples below!
Metronome: When the wearer uses a card, the custom gauge charges by 10%.
Berserkers Knife: Adds +20 attack damage to your basic attack, but you take 10 damage for every shot. (Will probably get buffed. Because testing shows the downside is too bad. But the concept will be the same.)
Broken Music Box: +10 HP for the wearer, and they regenerate 1 HP per time they move in combat.
Of course, there is also a bunch of gear that does just give flat stats. But they are somewhat less interesting. Still, it’s easy easy easy to make more, and now has internal things that can go off on character movement, when a card is used, when a basic attack is used, when taking damage, when healing, when dealing damage, and many many more. Equipment can have neat effects, is the short end of it!

Things are coming along great with my previous goal. As you can see in the picture, I’ve got the mini map accurately showing room layouts once you have explored them now. Also, there are now more rooms to work with. Still a lot of repeats, but that will somewhat stop being a problem as I add more to the possible pool.

I’ve also made fights on floor one a bit more diverse, adding some new possibilities for monster combinations.

Most importantly, I have revamped the equipment system over the last two days! While the UI for it is still absolutely awful. (Creating GUI’s is so unbelievably horrible.) Equipment does not just give flat stat bonuses anymore, and I’ve added a few new ones into the game. Examples below!

Metronome: When the wearer uses a card, the custom gauge charges by 10%.

Berserkers Knife: Adds +20 attack damage to your basic attack, but you take 10 damage for every shot. (Will probably get buffed. Because testing shows the downside is too bad. But the concept will be the same.)

Broken Music Box: +10 HP for the wearer, and they regenerate 1 HP per time they move in combat.

Of course, there is also a bunch of gear that does just give flat stats. But they are somewhat less interesting. Still, it’s easy easy easy to make more, and now has internal things that can go off on character movement, when a card is used, when a basic attack is used, when taking damage, when healing, when dealing damage, and many many more. Equipment can have neat effects, is the short end of it!

Hello! A small update!
I have tossed all ten of the possible dungeon pieces I had and replaced them with a few new ones that make dungeon rooms twice the size they had been. Things will be a little less cramped now, with fewer 1x1 hallways and more complicated and interesting rooms.
I also added a mini map! It’s simple right now, but it will be better soon. The background is an off color so that I can see the dungeon layout for testing purposes easily. Also, rooms do not show the layout they have once revealed yet, it just shows a blank room. Which, looks kinda bad. But still, it shows the layout of the dungeon and where you are! So, great!
I’d like to get into a rhythm of creating one new dungeon room, and one new enemy/card/object a day on days that I don’t have classes. Depending on how busy classes keep me, it may not happen though. This stuff is time consuming to get right! But, quite quite fun.
Either way, project still going strong! The new rooms are working wonderfully, and the dungeon is already a lot more fun to walk around, even with the current lack of fights. As always, thanks for reading!

Hello! A small update!

I have tossed all ten of the possible dungeon pieces I had and replaced them with a few new ones that make dungeon rooms twice the size they had been. Things will be a little less cramped now, with fewer 1x1 hallways and more complicated and interesting rooms.

I also added a mini map! It’s simple right now, but it will be better soon. The background is an off color so that I can see the dungeon layout for testing purposes easily. Also, rooms do not show the layout they have once revealed yet, it just shows a blank room. Which, looks kinda bad. But still, it shows the layout of the dungeon and where you are! So, great!

I’d like to get into a rhythm of creating one new dungeon room, and one new enemy/card/object a day on days that I don’t have classes. Depending on how busy classes keep me, it may not happen though. This stuff is time consuming to get right! But, quite quite fun.

Either way, project still going strong! The new rooms are working wonderfully, and the dungeon is already a lot more fun to walk around, even with the current lack of fights. As always, thanks for reading!

This project. Far from dead.

I haven’t been able to update as regularly as I’d like! School and other things have been heavily interfering. However, this project is alive and well, even if I have not been updating here!

I’ve scaled back my goals just a little bit, and changed directions slightly, but overall I think the project is heading in a very nice direction. Art aside, this video is what the out of battle gameplay currently looks like. This is a randomly generated dungeon, though it doesn’t have as much variance as I would like yet, it is getting there! I am still very much going for the feeling of the world creating itself around you. Currently I am experimenting with it leaving your field of view as if it were a light radius in an older dungeon crawler. I’m not certain that aspect will stay, but it’s very pleasing visually!

I finally got sick of the blank blue background I had and added something that looks a little nicer. It is by no means final, but it’s made the entire game look a fair bit better while being played. 

Naturally my art resources are still a bit limited. But I am doing what I can with what I have. Things will get better. Most notably right now, I wish I had a character sprite that actually moved and had transparency out of battle. But, oh well.

I have a few more steps to take with dungeon creation, most notably a mini map of sorts. Other than that, adding to the dungeon creation to make it more interesting is my current top priority. Once I have that down, I will be back to monsters and cards!

Apologies for the long down time, but don’t lose faith! I am still making progress, just slower than I was at the start now that college has started back up for me.

r u a gril irl?
Anonymous

A grill? Yes. I am in the kitchen right now, cooking.

Update time! I added a new enemy today, along with experimenting with some new tiles out of battle. Mostly, though, I am here to talk about a new enemy. Complete with programmer art. You may look at the enemies art and say “Wow, your programmer art sure is getting better!” Well that is very nice of you, but no, it really isn’t. I don’t know why this one turned out okay looking. None of the others I did today look nice haha.

For now, it is called the MonoShroom. As long as it’s standing on grass, it emits a poisonous aura (that for now looks like swords, because that’s what all area attacks look like for now.) If you burn the grass under it, it gets stunned temporarily. When it recovers, it grows grass beneath it once more. After a period of time being uninterrupted, it steals the panel in front of it, grows grass on it, and moves to it. If you aren’t careful, or at least fast, it will encroach on your territory until it gets all the way to the left side of the screen. 

It cannot move onto a broken panel, a hole, or an occupied panel. So, one way to prevent it from getting into an area that it becomes much more difficult to kill, is to move in front of it. Eventually however, this will cause you to stand in it’s poison and take a ton of damage. Luckily, being a grass type enemy and standing on a grass panel gives this creature a staggering x4 weakness to fire attacks.

Small update!

I don’t have anything to actually show you all for my entire days worth of work. (Well, the last 8 hours anyway.) But I have completed something very important! I have recreated the enemy class from the ground up, and with it rewritten all 6 of the enemies currently in the game. This was the last bit of code in the game that was still in a state of being rigged together just to get it working quickly. Now, it is almost as easy to make a new enemy as it is to make a new card. Even bosses will not be that difficult to create. (Balancing aside and art aside.)

With this change, it is also about 100 times easier to actually edit the values of enemies, making balancing a much quicker process. 

Now I can spend some time making some new enemies because I will not be worried that I will have to rewrite them later! Expect to see some new foes in the next couple updates. Complete with more of my irresistible programmer art.

First update in a little while! I won’t bore you with the details of why, but I will say, project far from dead! Thanks for sticking with me!
I plan to do more today, but this was already a lot for one post. So, I’m making it! I’ve added ten new cards to the game, including a new archetype that does things over time rather that one effect that goes off immediately. As always, ignore the crummy programmer art please!
Here is a list of the cards added, and what they do!
1) Fireball: A magicians staple. Throws a ball of fire straight ahead that does great damage. The ball consumes lava and grass panels it passes over to do even greater damage to the target.
2) Overgrowth: Throws a deadly seed. If it connects to a unit, does fantastic damage and creates an explosion of plant life causing an area of panels to be converted to grass. If it hits an empty panel, transforms that panel into a grassy panel.
3) LightningStorm: Creates a storm above the battle! Lightning will strike the enemy side of the battlefield 15 times doing 10 damage with each strike! It is drawn to steel panels, and if even one exists will only strike those.
4) RisingTide: Summons a flood of water that appears on the enemy side of the stage and flows towards the player. Does fantastic damage, but it can strike the player too. The player must hide behind an enemy or object to avoid the damage.
5) Vendetta: This ability is a melee ranged sword slash that deals damage equal to the HP the user is missing. Great for those with a high risk high reward play style.
6) TriShot: Pauses for a second before unleashing a volley of projectiles forward. Each hit may seem small, but put together they do a lot of damage!
7) Drain: A short range magic spell that leeches life from the target. Does pretty good damage, but requires the user to get close to the target.
8) Ruin: A tricky attack that counts as melee hits the entire enemy back row. You can’t run from a good thief!
9) SpeedBurst: A supportive attack that causes the users custom gauge to fill up instantly.
10) FrozenLance: Throw a spear of ice that pierces enemies and leaves a trail of frost on the ground. 

So there are 10 new cards! This brings the total up to 45! For an initial release I would like there to be 200-ish at a minimum. Which means I am almost 25% of the way there. Naturally, some of those 200 will be direct upgrades though, and those will be very easy to create. Things are coming along well!

First update in a little while! I won’t bore you with the details of why, but I will say, project far from dead! Thanks for sticking with me!

I plan to do more today, but this was already a lot for one post. So, I’m making it! I’ve added ten new cards to the game, including a new archetype that does things over time rather that one effect that goes off immediately. As always, ignore the crummy programmer art please!

Here is a list of the cards added, and what they do!

1) Fireball: A magicians staple. Throws a ball of fire straight ahead that does great damage. The ball consumes lava and grass panels it passes over to do even greater damage to the target.

2) Overgrowth: Throws a deadly seed. If it connects to a unit, does fantastic damage and creates an explosion of plant life causing an area of panels to be converted to grass. If it hits an empty panel, transforms that panel into a grassy panel.

3) LightningStorm: Creates a storm above the battle! Lightning will strike the enemy side of the battlefield 15 times doing 10 damage with each strike! It is drawn to steel panels, and if even one exists will only strike those.

4) RisingTide: Summons a flood of water that appears on the enemy side of the stage and flows towards the player. Does fantastic damage, but it can strike the player too. The player must hide behind an enemy or object to avoid the damage.

5) Vendetta: This ability is a melee ranged sword slash that deals damage equal to the HP the user is missing. Great for those with a high risk high reward play style.

6) TriShot: Pauses for a second before unleashing a volley of projectiles forward. Each hit may seem small, but put together they do a lot of damage!

7) Drain: A short range magic spell that leeches life from the target. Does pretty good damage, but requires the user to get close to the target.

8) Ruin: A tricky attack that counts as melee hits the entire enemy back row. You can’t run from a good thief!

9) SpeedBurst: A supportive attack that causes the users custom gauge to fill up instantly.

10) FrozenLance: Throw a spear of ice that pierces enemies and leaves a trail of frost on the ground. 

So there are 10 new cards! This brings the total up to 45! For an initial release I would like there to be 200-ish at a minimum. Which means I am almost 25% of the way there. Naturally, some of those 200 will be direct upgrades though, and those will be very easy to create. Things are coming along well!

Okay! So here is an update, complete with like a billion tiny pictures. Lots of new cards!

Dusk left to see her Family yesterday, the last few days were very busy getting everything prepared to get her to her flight and take care of everything she needed to take care of before leaving. Anyway, the short end of things is, I am no longer super busy! So, updates!

Today I have added 10 new cards! Here are all the card images with my little programmer art. I thought about trying to take screen shots of the abilities in use, but because they all use the same art that I am using for other projectiles and things, well there is no real way to show what they do! But, I can describe them! So, from right to left:

1) Phalanx: Causes the shield that the user has to be shared with the other party members.

2) Phalanx Plus: Creates a new instance of the shield that the user has and gives each party member a copy of it. Because it isn’t shared it will not take damage from hits party members take.

3) Fortify: A 10 HP shield covers the user. This lasts forever until broken.

4) Vulcan Lance: Stab forward with a lance that covers three panels and pierces targets. Does Fire damage.

5) Earth Spike: Creates a shockwave that moves along the ground and pierces targets, cracking every panel it touches. Cannot travel over broken panels or holes.

6) Bubble Up: Throw a water ball three panels ahead. If it lands in a hole, causes a geyser that erupts and does great damage to surrounding units.

7) Lightning Ball: Creates a slow moving projectile that moves through enemies doing great damage. Does electric damage.

8) Volcano: Similar to bubble up, but it does higher damage and spreads lava on all the panels it touches.

9) Galvanize: Convert all the panels in the stage to steel panels.

10) Flash Freeze: Convert all the panels in the stage to ice panels.

As you can see, I’ve been messing around with elements lately! This has been a very productive day though, bringing the total number of cards in the game up to 35! Finally there is starting to be some good diversity.

So! Here is a small-ish update.
Been busy with all the getting married stuff, but today I had some time to work on the game and I made some kind of neat changes.
I’ve got all the different kinds of panels that I will have in the game for right now. Later I might add a couple more, but these are the important ones! These are all programmer art, so, they will be lots prettier later.
So, lets see. Starting at the top and going right to left we have:
Normal Panel: This is just a normal panel. It doesn’t do anything besides being a place to stand.
Hole: This is a panel you can’t stand on. It’s not transparent right now, but it will be. This is basically just a missing panel. Player effects and enemy effects will never cause this. It doesn’t come back over time.
Steel Panel: This panel is unbreakable unless you hit it really really really hard. Most effects that break or crack panels will have no effect. It can still be changed to different types of panels and then broken. Also, player characters that are electric element will have the custom gauge charge twice as fast while they stand on this. Enemies that are electric will heal over time while standing on this. Enemies that are anything but electric will take double damage from electric abilities while standing on this.
Cracked Panel: This panel will break once a character steps on this and then steps off of it.
Grass Panel: Characters standing on this will take double damage from fire and plant attacks (I may retract that about plant attacks). Fire attacks passing over this panel will burn away the grass. Grass element players and enemies will heal quickly while standing on this.
Poison Panel: Non-poison element characters and enemies will take damage quickly while standing on this. Does not effect flying enemies, or players.
Broken Panel: This panel is broken and cannot be stepped on unless the character or enemy is flying. This panel will be restored 10 seconds after breaking.
Lava Panel: This panel is covered in lava. When a player or enemy steps on it, they take level based fire damage. This goes off whenever the unit moves onto the panel, unlike poison which ticks away over time. It does do a lot more damage though. Characters standing on this will take double damage from water attacks, and the lava will be consumed.
Ice Panel: This panel causes players who are standing on it to slide whenever they move. If you move onto it, you will continue in the direction you were heading until you cannot move further in that direction or you land on a non ice panel. This currently does not effect enemies, but it will in the future. Also, characters standing on these panels take double damage from electric attacks.

Well that is it for now. These are all pretty rough though, and subject to change as play testing happens.

So! Here is a small-ish update.

Been busy with all the getting married stuff, but today I had some time to work on the game and I made some kind of neat changes.

I’ve got all the different kinds of panels that I will have in the game for right now. Later I might add a couple more, but these are the important ones! These are all programmer art, so, they will be lots prettier later.

So, lets see. Starting at the top and going right to left we have:

Normal Panel: This is just a normal panel. It doesn’t do anything besides being a place to stand.

Hole: This is a panel you can’t stand on. It’s not transparent right now, but it will be. This is basically just a missing panel. Player effects and enemy effects will never cause this. It doesn’t come back over time.

Steel Panel: This panel is unbreakable unless you hit it really really really hard. Most effects that break or crack panels will have no effect. It can still be changed to different types of panels and then broken. Also, player characters that are electric element will have the custom gauge charge twice as fast while they stand on this. Enemies that are electric will heal over time while standing on this. Enemies that are anything but electric will take double damage from electric abilities while standing on this.

Cracked Panel: This panel will break once a character steps on this and then steps off of it.

Grass Panel: Characters standing on this will take double damage from fire and plant attacks (I may retract that about plant attacks). Fire attacks passing over this panel will burn away the grass. Grass element players and enemies will heal quickly while standing on this.

Poison Panel: Non-poison element characters and enemies will take damage quickly while standing on this. Does not effect flying enemies, or players.

Broken Panel: This panel is broken and cannot be stepped on unless the character or enemy is flying. This panel will be restored 10 seconds after breaking.

Lava Panel: This panel is covered in lava. When a player or enemy steps on it, they take level based fire damage. This goes off whenever the unit moves onto the panel, unlike poison which ticks away over time. It does do a lot more damage though. Characters standing on this will take double damage from water attacks, and the lava will be consumed.

Ice Panel: This panel causes players who are standing on it to slide whenever they move. If you move onto it, you will continue in the direction you were heading until you cannot move further in that direction or you land on a non ice panel. This currently does not effect enemies, but it will in the future. Also, characters standing on these panels take double damage from electric attacks.

Well that is it for now. These are all pretty rough though, and subject to change as play testing happens.

A very non game dev update.

I am married! As of like, just a little while ago. So, that is exciting.