update 1.105pa


Skill spamming is no more. As per the handbook/game doc, you may now use, "A skill may be used once per room"

NPCs will now take damage from hazards and have new features. NPCs have a sum total magic stats counted as their learning ability, and learning capacity for the world. For instance, at the moment a Goblin has a learning value of 2.

The mechanics scale with their natural abilities. And NPCs will attempt to avoid hazards with a simple algorithm. Improving on this for 1.106pa I plan on making it so if the NPC is stuck, as in in the same location for two cycles (rouhghly .45seconds x2), the NPC will search for an empty location, with preference for a waypoint, and avoiding landing on hazards, aside from the normal jump algorithm, and jump, and reset the counter, and begin new states.

Sound effects have been added, for punching, melee sharp, and ranged, as well as chest opening. I would love to add some lava sounds, for when the player is close enough. I've also been thinking of about being the narrator for voice acting, just to make it easier on the player, if they don't want to look up at the guide text.

1.107pa or 1.106pa expect to see the first two magic skills added, will be a mix of ranged and touch magic, as to help balance gameplay temporarily. My thinking is it will be healing and stealth. Stealth will be DC, as NPCs come into range, or already are. Stealth will only last for 5 actions, and yes walking is considered an action for now. Hopefully by 1.107pa I can add in class features for the NPCs, so they start to work into their own tropes. And I do plan on semi forcing prefeences of skills and magic on the NPCs based on their classes.

For certain, 1.106pa will include tunnel cards, and room discovery. For now, transfering to another map/room/tunnel will copy the Hero information into the new location, and if all goes right with the current DM system, only the current room will continue to update as the player continues exploring. This means, that by 1.107pa I can add in more weapon cards, and other non weapon cards, such as potions. Hopefully, cards are kind of a tall order. With the addition of new rooms and new cards, I can eventually add the racial bonuses for the hero, which will change the gameplay experience some, all while weaving in more magic skills.

It likely won't be until the first major update that I implement magic spells. As those will be timely to make, and implement, and require the existence of other assets.

It would be nice to make movement point and click, and hotkey all the skills and combat buttons, maybe one day :)

Files

KnightsofKalvgv-html5.zip Play in browser
May 01, 2021

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