The biggest change is an entire rewrite of the engine. I have started rebuilding it again using MVVM (it's in C# and WPF, MVVM is just a methodology) and it's worlds better than it was before. Everything is clean and decoupled. Adding new systems and features is a smoother process, saving me both time and hair, two increasingly limited resources.
I've also totally reworked the combat mechanics. It now uses two sets of bars, Pools and Defenses. Depleting a Pool bar defeats a foe and gives a small Essence (I'll go into this later) reward. This is the easiest to win an encounter. The other way to win is to attack a Defense bar which then opens up the Willpower bar. Reducing the Willpower bar represents your total defeat of a enemy and results in the highest amount of harvested Essence. I'm really happy with this change, it's going to give me much more flexibility designing progression, equipment and encounters.
Right now I have the base of the engine built and screen navigation functioning. Combat is pretty far along but the card system needs a decent amount of work. The location screens, the main game interface needs the most work. The buttons all function but the system to display the text and check variables hasn't been implemented. I plan on making decent headway into those systems over the next few weeks.
As a teaser, here are two screenshots of my progress so far. The first image is the title screen and the second is combat. They are both very early in development so be gentle with me. I'm no artist and my eye for UI and colors isn't great. Feel free to comment and ask questions, I'll try to answer what I can
The second image is definitely not work safe.
Title
Combat
Terrordoll
I have that same picture of Yukari Yakumo on my hard drive somewhere.
ReplyDeleteI'm kidding, it's not "somewhere," I know exactly where it is. My folders are categorized by series, character, and sometimes even by artist and/or content.