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2/20/2022 - Progress Update with images included - Jappleng Forums
Forum Discussions about Japan and East Asia
2/20/2022 - Progress Update with images included - Jappleng Forums
Forum Discussions about Japan and East Asia
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2/20/2022 - Progress Update with images included
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OG Jappleng
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OG Jappleng
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Retro Heart 2/20/2022 - Progress Update with images included
//Ogjappleng
Posted 803 days ago... Menu Button
Hello everyone! I have worked a few more hours into the battle system. It's a bit better and supports a wide array of new things. I'm at the point where I just need to properly add the victory screen and then I can connect it with the database and have the battle system work on the back-end. This will technically allow multiplayer support but that's not the purpose, at least not yet.

Presently the Battle System needed several things. It needed to be able to:
  1. Initialize the information of both the Player and the Enemy
  2. Create HUD elements dynamically and present and hide them as needed
  3. Understand the fundamentals of the Player and Enemy turns
  4. Animate basic things on-screen on a live basis
  5. Support Basic Attacks, Magic both Offensive and Healing (Defensive comes later) and Items for Recovering Health and Afflictions.
  6. Conditions for Player Win, Player Lose
  7. Support for Player Party and Enemy Party (Should parties be a thing)

At the moment, all of these things exist.

Now I need to complete a victory screen, make slight animations for both the player and enemy while attacking, update the debug menu so that it is displayed above the player and enemy as it should and display Attack #HP above the player/enemy when getting hit. Afterwards, I'll connect it to the database and include cheats and optimize the battle system. Once this is done, I can move on to the next part of the game.

In the follow-up post, I will be talking about what has changed and after that screenshots!
Click to expand
OG Jappleng
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OG Jappleng
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Retro Heart
//Ogjappleng
Posted 803 days ago... Menu Button
Changes made in this version:

UI
  • Background changed to something more suitable, it's an image instead of a solid color
  • Player Yokai added to scene
  • Enemy Yokai added to scene
  • Slime support added
  • Added HP Bar for Player
  • Added HP Bar for Enemy
  • Afflictions appear under the Player / Enemy UI panel
  • Prepartions have been made (and design drafted) for the following afflictions:
  • P-ATK UP
  • P-ATK DOWN
  • P-DEF UP
  • P-DEF DOWN
  • Burn
  • Confused
  • Death (as-in, you will die if not cured within x turns)
  • Frozen
  • Paralyzed
  • Poisoned
  • Sleep
  • Turn count display has been reposition to the top center of the screen
  • Enemy Window UI (debug) has been repositioned on the battlefield
  • Player Window UI (debug) has been repositioned on the battlefield
  • Game window has been resized to fit within a better set of dimensions
  • Slight visual changes made to Turn and Restart buttons
  • Spell window has been updated to reflect the concept
  • Items menu window has been updated to reflect the concept
  • Menu buttons has been updated to reflect the concept
  • Going in the spells menu closes the battle menu
  • Ability to close out of the spells menu, returns the battle menu
  • Going in the items menu closes the battle menu
  • Ability to close out of the items menu, returns the battle menu
  • Clicking on a spell will close the menu, if the player ended their turn then the player menu will disappear and re-appear when it's their turn again.
* Please keep in mind that the icons, backdrops and yokai are placeholders and the affliction are just basic for development purposes and does not reflect the final product.


Combat
  • Heal spells have been implemented
  • Turns now check for afflictions such as Poison
  • Poison has been added as an affliction
  • Affliction turn count is checked and deducted on each turn, removes affliction once it reaches 0 turns.
  • Cure poison functionality added as a spell
  • Cure poision (antidote) functionality added for items

Functionality
  • Improved the clamp function so that it's more efficient
  • Player party and enemy party spawns appropriately, can support multiple party members on both sides
  • Added HP Bar support for Player
  • Added HP Bar support for Enemy

Animations
  • Player Battle Menu animation added
  • Jumon Battle Menu animation added
  • Items battle Menu item added
  • In-Out transitions added for the previously mentioned animations

In the next post, I will embed screenshots on what it looks like so far. You can also compare it with the last update.
Click to expand
OG Jappleng
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//Ogjappleng
Posted 803 days ago... Menu Button
And now some screenshots.

Please remember this is EARLY DEVELOPMENT and a draft on what it could maybe look like. The slime looking enemies aren't really what I'm aiming for but it was something I made real quick. I might just do 2D art instead.


And for the second screenshot...


The Items menuu is basically the same. You can also scroll through it with your wheel or finger. There will likely only be 4 magic that you can choose from per Yokai though. Again, it's too early to test things out to know what will work or not.

And to compare it with the last update...

As you can see, there is functionality in this one but it looks very bare. When you add graphics even if they are just early drafts it makes a big difference!

That's what I have so far for the remake of the game. In two updates it will have database connection and I'm really excited for that.
Click to expand
redmagician21
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redmagician21Anime Edge
//redmagician21
Posted 791 days ago... Menu Button
cool! seems like it can be fun. But the thumbnails look squishy rn
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