Solivium Dev Blog: Week 2

Welcome back to the Solivium development blog! It’s been an interesting week working on the combat system and learning how to store and play audio next to the sprites in the data file.

What’s New This Week?

This week’s focus was on enhancing gameplay mechanics and polishing combat interactions. Here’s what I accomplished:

  • Turn Management: Players can now pass their turn using the ‘P’ key or the spacebar.
  • Character Sheets: I’ve introduced character sheets for both the player and enemies. For now they only have stats for: name, HP, Strength, Defense and Agility.
  • Combat Enhancements:
    • Enemies now attack both at melee and ranged distances, ranged attacks can collide with mountains.
    • The player can now attack enemies, currently limited to melee range.
    • Strength, defense, and agility stats are used to calculate hit chances and damage.
    • Enemies also spawn outside the player’s view every 15 turns, although they might not appear if I can’t find a valid location for spawning them, I’m thinking on changing this to keep searching for a spawn location. I’m not so sure yet.
  • Sound Effects: Added sound effects for key actions like walking, attacking, and missing attacks. I’m using old school chiptunes sounds, I’m not sure if keep them, remove them or change them for more modern sounds, I think it would be weird to have modern sounds with everything else being oldschool.

Screenshot

Here’s a glimpse of what’s new in Solivium this week:

What’s Next?

This next week, I plan to:

  • Create the inventory system.
  • Allow the player to equip armor and weapons and use their stats during combat.
  • Create ranged weapons to allow the player to attack from a distance.
  • If I have enough time I will create loot and experience when defeating enemies.

As always, thank you for following along with Solivium’s development. Your feedback and support mean the world to me. Stay tuned for more updates, and don’t forget to share your thoughts in the comments!


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