Adding COMBAT to my MONSTER game


Hey there!
I am greenpixels and welcome to the fifth devlog of ComCreatures.

You can now find this devlog condensed as a video format!

What have I worked on?
The last update packed a huge bunch of different features - in this one I mainly focused on one thing as a feature. I worked on a combat system and had three options to choose from on what I want to do.

- Idle Combat System (Dragon Cliff, Clicker Heroes, No Brainer Heroes ... 
- Pokemon Combat System
- A system I came up with that might not be stable. The pitch goes as follow:

"Both parties choose an attack - only the attack with the higher speed value actually hits. Attacks with more speed cost more stamina. Winning or losing is decided by whether stamina or happiness hits zero. There are attacks that drain the enemies stamina instead of their happiness. There are also attacks that have temporary effects like increasing or decreasing the speed value."

There are several problems with that system. If both parties have the same speed then who gets to attack? Currently I just randomize and one gets to attack, but that doesn't really feel fair I'd say, so that's up to debate.

I used enums to make a combat system that uses phases (COMBAT_PHASE.COMBAT_START, COMBAT_PHASE.PLAYER_TURN, ... ) - that way I can manipulate it rather easily if I want to change anything afterwards.

Other than that I also refactored a lot of my code and cleaned up my project, re-structured all the files and changed some of the namings.


What's next?
The next step is to give the combat system some visual FINESSE, add animations and visual effects. I'll also try to think about the world map and how it's supposed to look.

That's it for the fifth devlog! 

Thank you very much for reading and until next time.

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