SamuKata
ShineSl
ShineSl

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LOKP - The New Adventure - Act-3 - The Wild Planet (v0.05) The combat code is assembled and functional.

Hi ,

despite the conflicts in the code (Although the code is written correctly, but unfortunately Renpy knows how to surprise) - I finally managed to completely build the skeleton of the combat code (about 7 thousand lines already (if it had not been possible to integrate the idea of ​​the influence of agility and strength into the code, the code would have been much larger), not the most dense code, there are 2-3 spaces between lines, in which I leave hints for myself for the future), taking into account both battles with allied opponents (there will be a battle without weapons, even if the player has them by that time), and with hostile characters (battle only with weapons, the exception is a counterattack during defense). and the code already contains parameters for both melee and ranged combat, so when developing an update where I will already be working on the arena, there should not be a serious headache with the code. So I think I've completed the hardest part of working on the code for ACT3, now I just need to follow the right direction in everything else, and hope that there won't be any new extremely unpleasant surprises that will prevent me from finishing the game.

I also took into account the voting results, but seeing that enough people did not approve of quick time inventory - I decided to reduce their presence by 50%. They will still drop and quite often (if the player has enough strength and/or dexterity), but in 50% of cases there will be automation, where the player will not be required to act.

Well, a few words about the battle itself, both with and without weapons:

- If the player fights with an initially non-hostile character (for example, with a clan member, in the arena or somewhere else), as was stated above - Krystal will fight without weapons in such battles, which will make her damage significantly lower (basically 2 times, but if her strength indicator is high - the difference will be much less significant). Agility stats will work, meaning that with a high agility level, Krystal will be able to dodge even in this type of combat, as she will do in other types of battles.

- When fighting a hostile character (I think there will be characters turned into evil spirits, and some monsters or animals or someone else such type (however, the ability to seduce will only be present with anthropomorphic enemies), Krystal will use weapons only. Melee weapons (initially there will be a spear, but I think in the future it will be possible to replace it with something else, however, we'll see) will deal 2 times more base damage (than it did with fist fighting), but again, it all depends on the character's strength parameter.

However, if in close combat (with or without weapons, or when defending) the character has the opportunity to deliver an additional blow by force - when using a bow (or ranged combat) - there will be no such opportunity. However, this will be compensated by the fact that when shooting from a bow, enemies who can only attack in close combat will not have the opportunity to counterattack. However, the game will also feature enemies that can engage in long-range combat, and here it will be important for Krystal to have a high agility parameter, otherwise she will receive damage. And also if the enemy attacks first (and the Krystal defends), the fight becomes close type, and here the character has the opportunity to counterattack with sufficiently high strength.

It's up to the player to decide how to play, to make a dexterous character or a strong melee warrior (if desired, the player can pump up both types at the same time, but this will definitely take more time), Both types will have their own advantages and disadvantages (a melee warrior will deal much more damage due to strength and the ability to attack additionally, and will also have more health, but will take a lot of damage, however, at the same time - Krystal can use bandages (the quality of which can also be improved, due to which they will heal for a greater number of lives)) or... Everything can be invested in agility, saving on bandages and pumping them up, however - the player will have to spend resources on arrows (gold, I suppose). Perhaps another type of bows (of higher quality) will appear, but to buy them - the player will need not only gold, but also a sufficient level of agility.

And yes, I remember that I promised magic, but I won't introduce it right away, and it will appear in Krystal only after a certain point in the game (I suppose when she finds the staff), which she still needs to get to.

And also, since the game is aimed at adults, battles with anthropomorphic enemies can always be resolved differently (even the possessed can be seduced, but this will require a high level of lust). And I think that in case of defeat with this type of enemies - they are unlikely to let Krystal go just like that (and each defeat will increase the level of corruption, upon reaching a certain level of which one of the bad endings will be possible. But I will introduce the ability to reset such a level, perhaps in the temple, or at the shaman, or at the altars. I will still think about how to do it better).

Thank you for your attention, that's all I have for now.

P.S. Now I need to reboot my brain after all the coding, which will take some time, and then I'll get back to filming and building the story around the archer zone. And... I think that at first I will use static poses for the fight scenes (since they look pretty good, and so far I have not managed to find a worthy alternative), however, if in the future I manage to find a better weapon (be it a bow, a spear, or something else), which will look better with active animation - I will replace the video series of the fight with this weapon in the future.


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