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Kiloru
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Enkinaru @Kiloru

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Crypts of Kayith Ulnorr devlog, day 2

Posted by Kiloru - May 27th, 2025


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)

iu_1403669_4468939.webp


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Comments

You listed some very ambitious things, and while I would be overjoyed to see you actually pull that off, the usefulness of a fully-fledged system like that really depends on how long and/or replayable the game is, and that depends on the amount of graphical, animation, sound and music and story content that you are able to dish out. Having systems that complex, but in a short game, might be a waste, unless you're able to just drag-n-drop them into the next game somehow. Anyway, cool sprites, I don't see much difference in environment sprites vs W&B or Nilvreth, but characters characters definitely are more cartoony, or simplified. Will be watching your progress closely, and with hope.

Honestly, it mostly sounds more ambitious on paper than it actually is (at least, I have some ideas how exactly should it work)
Like, roleplaying system? A stat calculation script and a request which attribute to increase on levelup. Also some dice rolls in combat commands. Damage types? Additional argument in %damagesomeone script. A bit clunky but workable. Inventory? Lack of arrays is a problem, code gotta look a tad ugly, but it will work.

Spells, however, are going to be a s s. Dynamic spell menus are going to force me to rewrite a whole battle system (because i can't just reduce it to a loop of default menus now). And it's u n f o r t u n a t e l y too core of a system to dump it from the game x)

Well, yes, I took inspiration from final locations of W&L mostly and decided to use black as default background (so no outlines and all that)