devlog week 3 - enemy actions
First thing I did this week was add more cards and more colors to their text. I intend to use a lot of different colors to signify different values, I chose to have red and green signify less significant things (connecting the names of buffs to their effect), as red-green color blindness is by far the most common. I'm also tying negative or positiveness of a value to different colors, as well as assigning a different color for each keyword (hopefully I shouldn't have too many of these).
The main task this week I made the enemies able to act. I was able to reuse code I had written for card actions, which made this much easier, it still required quite a lot of fiddling with UI components to display them.
In keeping with the original plan, each enemy has 5 intents. When an enemy is attacked, they execute one of their intents. When an enemy takes their turn, they execute one of their intents at a higher power level, This means you can manipulate the amount of times you attack a particular enemy to try to control what powerful moves they do. At the end of each enemy turn, they refill their 5 intents with new ones.
Since a lot of intents get activated every turn, I want to keep them simple, I'm avoiding dual-intents as much as possible. Enemy intents will just be attacks, blocks, and buffs.
an enemy with 5 intents, being attacked will trigger the leftmost one.
here you can see the new cards and intent system in action:
Feedback is mostly about confusion involving the lack of response to player actions. I added a counter in the center of the screen for expected damage taken. feedback that still needs addressing is to show when the agile buff plays cards better, and put a delay between player turn and enemy turn so that the player can see the result of their last card played rather than the game immediately jumping through that to the enemy action phase.
Sinister Reasons
Yet another roguelike deckbuilder
Status | In development |
Author | chlobes |
Genre | Card Game |
More posts
- DocumentationMay 26, 2023
- devlog week 6 - ui and polishMay 26, 2023
- devlog week 5 - testing feedbackMay 21, 2023
- Testing formMay 18, 2023
- devlog week 4 - visual effectsMay 14, 2023
- devlog week 2 - enemy interactionApr 30, 2023
- Devlog week 1 - very basic prototypeApr 23, 2023
- Concept LogApr 10, 2023
Leave a comment
Log in with itch.io to leave a comment.