Hello everyone!
The last dev update was a more wordy post going over the theory behind the class/ability system I was going to implement, so this time I want to let the game-play do the talking!
For those of you who have played the open beta, you may be familiar with the Kick ability, which if it hits, will move the enemy one tile back. This ability will now be the default ability of the Fighter class in game. Here is an in game example:
On an even more exciting note, I have now started to implement status effects in the game! The first one is a Stun status that is inflicted by the second new ability that I want to introduce, Shield Bash. It will be the default ability of the Soldier class, and when it hits it will stun the enemy unit for 1 turn.
I have many status effects in mind (taunted, immobilized, bleeding, poisoned, etc etc), but I'd love to hear some of your favorite status effects that you've played with in other games
One challenge I'm running into is how I want to reflect status effects to players. One thing I will do for sure is put a status icon above their health bar, like the one you can see in the shield bash video. This will allow the player to know at a glance the state of the battlefield. I was also thinking about adding more visual indicators. For the stun example you can see that the unit effected by the stun changes stances and is a little "wobbly". It takes a bit longer to implement things like that so I'd love to hear your thoughts on if you feel things like that would make your experience better/more immersive.
Thank you everyone who follows these updates! If you have any feedback I always love to discuss in the comments and bounce ideas off each other.
Have a great rest of the week!
