@Miles Thanks man! And yes, weird bugs (and descriptions for weird bugs) are always amusing to me, too.
Time for one last update of 2022!
Progress is still happening. Most notably, I did a much more comprehensive test of the battle system. I wrote a script that can be used to level-up enemies - this way, I can see whether a Level 12 War Goose is much more dangerous than a Level 10 War Goose. It's actually been fun to test randomly-generated player parties with different levels against different sets of enemies. I made a bunch of new (albeit relatively empty) rooms in the dungeons and gave them different enemy parties of varying levels. The battle system for regular enemies proved to be surprisingly well-balanced - I haven't had to make any massive adjustments to the enemies' stats or movesets, though bosses are going to require a little more fine-tuning. Ever since the beginning of this project, I'd been aiming to create a battle system that de-emphasizes regular physical attacks and compels players to work together to beat enemies using a variety of special abilities, and I think the gameplay is pretty close to what I envisioned.
I found I needed to tweak the enemy encounter rate, as well as the enemy experience growth rate. To determine the right formula to use to get an increasing marginal cost of level-ups (that is, you have to beat more enemies to reach each level-up), I made a little Excel file. This is probably the first time I have ever used calculus to solve a practical problem. (I am no calculus whiz - I never took calculus in high school or college, though I had a teeny bit of it in grad school).
I've finished creating all the players' moves. At least, I've finished all the planned moves - it's conceivable I'll create one or two more if a particular class needs to be rebalanced. I finally created a CPR/Revive move that revives KO'd party members in battle. This was a bit trickier than expected, since it required some new code. Also, on the enemy side of things, now enemies can use multi-target attacks or buffs (or other moves that target their own party). I added one more elemental type to the game - a wind element. I only have one wind-type attack so far, though.
More than anything, I've been adding new things - more NPCs, more tiles and decorations, more music, and more enemies. Also, there is a cat now. He makes a very profound comment ("meow") when you talk to him. That is very important.
The overworld is still a bit empty, but adding more people and decorations won't be tough. I made a lot of progress on the main room of the library - this is where the different tutors teach you the fundamentals of the game. I'm thinking of having the game force you to go there at least one time in order to make the first "roadblock" disappear. However, you won't have to talk to anyone there, in case you've already played the game and don't want to toil through an unskippable tutorial.
These are probably the most notable bugs I stomped:
- Fixed a bug where random encounters occasionally won't occur at all in a room where they should (this is an annoying bug that I'd been trying to track down for literally years)
- Fixed a bug where poisoned players will continue losing HP even if they're defeated, causing their HP to become a negative number
- Fixed another bug where using Osmosis could cause your MP to exceed your max MP
- Made it so buffs can't be critical hits
Overall, I'm very pleased with the progress I've made over the past six months, and I'm optimistic that I can release something pretty cool later in 2023!
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Edited by: Bibby,
Dec 29th, 2022 @ 9:30 pm