This week, I introduced a separate room for RPG combat and made it so the binary option in the menu correctly determines which battle room the player is sent to. I also ensured that, post-combat, the player is sent to the correct location as usual. Furthermore, the player object now has consistently measured stats across all of its incarnations, and the player in the shooter sections no longer dies in one hit–instead, damage is calculated on contact with a bullet using the player’s defense stat against the attack stat of the entity that fired the bullet. A more robust and complicated damage formula may be introduced down the line, time permitting; however, this functions adequately for now, and I do not want to waste time perfecting something before I have made the rest of the game.
In addition, I added a basic battle phase system in preparation for the turn-based portion of the game, and a bubble sort algorithm that calculates battler speed to determine turn order. However, this system does not currently account for “speed ties”, or instances where two different entities have equal speed. On a slightly less fun note, a basic Game Over screen is now present and woven into all aspects of gameplay; additionally, a second battle track was added, because I imagine people will eventually get sick of hearing just one.

Bug Fixes:
- Fixed a bug where the first line of a text box doesn’t type out properly, instead spawning in fully typed.
- Fixed a bug where, in a top-down encounter, you can still use spells and abilities when the results screen is present (this should not be the case).
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