Hello everyone! Development on Wish Creatures continues smoothly. Sometimes, Wish Creatures finds its progress outside the boundaries of the engine! I'll share that today.
FXBurg Tabling Event
Wish Creatures appeared at an event in Fredericksburg, VA recently! The game development community there is new and this was their first event. Many cool developers and players came out to see what the buzz was about. I'm glad Wish Creatures got to make some noise!
(Our cute little setup at the Curitiba Art Cafe.)
Implementing Feedback
During the tabling event, I noticed some players struggled to find ways to take advantage of enemy monster weaknesses. The only indicators are the mid-turn"Youch!" "Neutral!" and "Resist..." messages. It'd be nice for a more comprehensive and predictable UI to explain what an attack will do to a target.
The solution is actually already implemented and was present in the tabling demo! Except it's off by default and not visible when selecting Wish Acts... I guess it helps to make the options known, huh?
I'll make some changes to when the effectiveness UI is enabled and toggled, so players can make use of it when they want. The Wish UI will likely need more work, so I'll save that for another few work sessions.
Dev Timeline Updates
I'm hopeful for progress on the story soon. Each scene requires some new code, but with each scene, the amount of new code lessens. I'm building the tools I need to accomplish complex sets of instructions. Typical JRPG stuff like characters walking across the screen and starting battles after a character talks, but also more complicated features like stringing story events together and keeping track of story branches!
Thanks for reading, and I hope I'll be back soon with more updates. Thanks for reading!
- forteXP
