Estimated Hours of Work Since Last Update: ~27
Time for another update! Work’s been particularly rough this year, on both fronts. I’ve definitely not had as much time to devote to Fiancée Game as I’d like, but I’ve made a great deal of progress in what time I’ve managed to squeak in here and there. I’d like to get at least one more dev stream in before the holidays start up full swing, but we’ll just have to wait and see if that’s possible. As usual, if you’d like a more detailed look at everything that’s taken place for this update, check out the Fiancée Game Trello or follow me on Twitter.
The majority of this update has been mechanical and graphical updates to combat and many mechanics thereof. Since last time I’ve implemented the first tier of abilities for all the primary classes (magician, priestess, rogue, warrior), and fully completed the basic skills for the rogue (tiers 1 to 3). I’ve also added support for buffs/debuffs on all MOBs.
In addition, I’ve finally gotten around to adding some animations to combat. It’s amazing how much better it feels to have enemies animating when they attack and having (basic) particle effects go off with attacks. There’s currently a bug in my particle implementation that causes it to only work when I’m testing it in the Unity editor, but I’ll get that fixed for the next update, ideally.
To go alongside the combat updates I’ve gone ahead and gotten around to implementing a fair number of item properties. Mostly damage-dealing stuff, but properties like Stunning (has a small percent chance to stun an enemy on any attack) are also in there. If nothing else it gives me a large number of cool effects to work with.
Character creation has see an overhaul as well. The screen is now much clearer, has proper working tooltips, and I even managed to squeeze in a fifth class and added proper ability point allocation. Overall I’m much more pleased with the presentation. I’ve also gotten a proper ‘quick start’ implemented alongside finally getting around to implementing each class’s starting gear.
Character creation is now much cleaner looking than it used to be and also gives you more information on-screen. Alongside these implementations I also rebalanced starting class attributes to be generally lower than they were previously.
The UI has seen a bit of work, mostly in updating fonts and getting displays working as they should. We now have basic tooltips in the post-combat loot screen. I’ve decided against providing details for items found as part of loot, because I want the player to get an idea of what items are worth picking up through play as opposed to just mousing over everything and taking what’s worth the most money. The player won’t be able to actually gauge an item’s value until they take it to a shop to be sold.
I’ve also finally gotten skill trees implemented to the point where I’m (more or less) happy with how they work with regards to UI functionality. I’m currently half working on getting them set to draw lines between skills that require one another (Backstab, for example, requires Shiv — I want the UI to automatically draw a line between the two skills), but it’s definitely a work in progress. I also got bored and added self-calculating values to tooltips; abilities that scale in effect now display their scaled numbers instead of giving a baseline and expecting the player to do math to figure out the proper numbers they’re working with.
Finally, I’ve updated how tooltips are displayed. While they look the same, they’re much faster to draw and use less system resources. I still have some work to do on them, notably adding a delay to when they actually appear on a mouse-over, but I’m fairly happy with how they work now.
With this update I’m nearing the end of what I consider to be the most major hurdles of Fiancée Game: the major systems that make things work. I have a few left, but once they’re done it’ll be on to what I think is going to be the hard part of finishing the game: content development.
The first of the two major systems remaining is the conversation system. I’m leaning very heavily towards a conversation system reminiscent of the Infinity Engine games, or Neverwinter Nights. Due to how they’re structured, I’m most likely going to throw together an editor in either Visual Basic of Visual C# that’ll let me put them together more easily than doing everything by hand. Before the conversation system is done I’ll need to to be able to have tests for various conversation options as well as the ability to fire off triggers so that I can start combat at the end of a fight, or reward the player for a completed quest.
The second remaining system (and probably the first of the two that I’ll tackle) is the shop system. This is something that I probably should have implemented sooner, but I’ve wanted to get the core gameplay loop hammered out before I took the time to add something like this which I consider a less interesting part of the game. I’m planning on having the shop work on a stock system. There will be a handful of items that the shop always has in stock (basic gear, healing potion, and so on), but everything past that items will be available in limited numbers based off of what the player has sold. Item prices will also be variable based on the number currently in stock — the first few items of a given type will be worth much more than the tenth or twentieth versions. I’m also likely to have the shop’s
I also want to tackle enemy AI and finally get around to implementing consumables, but I’m in no rush. I’m hoping to get some basic AI work done for the next update, notably adding the ability for enemies to employ special attacks, but I’m going to be spending most of my time focusing on getting the shop and conversation systems implemented. I foresee the conversation system in particular being a good challenge to get working how I want it to. I’m looking forward to it!