Progress Report – Week 11

Please note: Due to a family emergency, I was not able to get as much work done this week as I have in previous weeks, as I spent the latter half of the week at home mourning with my family.

This week, I got skills working…for the player, anyway. I am still working on it for the enemies. The SP cost and most other functions work as intended.

I also changed the button layout to a menu layout, in keeping with the rest of the game, and updated the battle menu to support cycling through spells and skills in a manner similar to the menu toggle for gameplay styles. When doing so, the name, cost and description of the skill will be displayed for the player’s benefit. Moreover, battle text is now set up––a text box displays what enemies have appeared, as well as what moves are being used, whether they hit or miss, how much damage was dealt, and if the target was defeated––among other things.

I am, however, currently dealing with a few small bugs on with regard to skills: namely, When targeting, the game can select enemies that aren’t there anymore. However, it will course-correct to an existing enemy regardless, so I am not in a hurry to fix this since it doesn’t deter gameplay and isn’t all that noticeable to begin with (it took me a few days to even realize it was happening).

In addition, something appears wrong with skill targeting. Death checks work fine for basic attacks, but not for skills––it crashes the game. I am working on resolving the issue.

Moving forward, I hope to flesh out the overworld a little bit while also modifying skills and enemies to be a bit more distinct.

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