W e l l
Wrapped random encounters call into a script (wasting three global variables in process because GBS won't let me use local scene variables in the timer tick function if it is attacher via the script for some reason)
Started implementing the roleplaying system. Compared to Sagas, there will be several key differences:
- You have your primare attributes, that are used for calculating your attack, max hp/mp, spell effectiveness etc etx. You actually have control over which stats to increase during levelups.
- Damage now comes in three types, physical and two flavors of magical. Defense stat is now divided into physical protection and two magical resistances.
- Spells are learned separately from leveling up, by using some sort of books/scrolls/obelisks/etc (havent really decided yet). You have a limited amount of spells you can remember in the same time (like, 4-5? i probably won't make too many unique spells anyway)
- Inventory is expanded. Consumables and key items are now kept in a shared (probably limited) space, can be examined and have descriptions.
- P r o b a b l y will make some sort of equipment, though not really looking forward for it.
Ngl, that sounds nightmarish to realize, already. Wonder how much I will backpedal from this concept.
Also, despite literally ever gamedev guide telling otherwise, worked on graphics. NGL, the artstyle took a t u r n (not complaining tho, kinda like it)