#38: Small break

No, don’t worry. I am not taking break from this project. I just decided to do something different on the side because writing more dialogue would probably drive me insane.

Doom 4 will get released soon. And because Doom 1/2 are my most favorite games of all time, I decided to get back into doom modding. As I said, this is something I do when I don’t feel like working on my main project. Nothing else.

As for the main project, I started working on the ability to hire workers. You will be able to hire some people and they will start working for you. Cutting wood, mining metal and stone, farming and other things. Things are still in its early stages, but this will make nice mid game-late game addition.

Screenshot_Doom_20160131_190540

#37: Popularity and so on

This week was still pretty bad content wise, because I was still recovering. There are still some things I managed to do though.

First, I added small window that shows how much does the person you are talking to like you. Still work in progress, but better than nothing. I will be adding separate page in the main menu that will show the popularity of all NPCs you met.

This is my goal. I want you to be able to befriend almost every NPC in the game. Not every NPC will be able to train you, trade with you or follow you. I will add another window that will tell you if the NPC you are talking with is important or not. Major NPCs will work like they do now. You can use every action on them. You can work for them, you can train with them, trade, chat and so on. Minor NPCs can do only some of those things. Kids for example will only talk to you or follow you. Traders will sell you things, chat with you and some will allow you to work with them. You will still benefit if you befriend those NPCs. I still am not sure about the exact benefits, but some NPCs will give one free item once a week, talking with them will raise your mood and so on.

That is all for this week.

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#36: Nothing to show

I spent most of the time this week lying in the bed, eating pills and drinking tea. Nothing major. I should be ok in three days. But this means I spent little to no time working on the game.

I added some small things, like magazines that will give you permanent bonus to certain stats when you read them.

I am afraid that this is all for this week. Hopefully I will be more productive next week. I don’t even have a random picture.

#35: Weapon stats

I had very little free time this week, so I worked on my game for only like two hours.

This week I added the weapon skill stats. Well, they were there before but not working. Now they actualy work. There are two kinds of weapons. Ranged and melee. I might rebalance them in the future and add more of them, but for now, this seems good enough.

This stat directly affects the damage you cause in combat. Right now, the number of your weapon skill is added after all the damage calculations are done. This means that even if you fight enemy with very high armor value, you are still going to do some minor damage depending on your skill. This will need some more balancing in the future, but I want it to work like this.

You can raise your weapon skill in two ways. Train at certain NPC or end a fight with the weapon kind you want to get better with. Again, this will probably get rebalancend in the future, but so far I like this slightly more than other options like raising only skill with weapon you did most damage that fight and so on.

That is all for this week .

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#34: More combat changes

This week I tried to do some minor improvements to combat. I added few things that will hopefully add more depth to it and make it better.

First, I added some battle stances. These are basicaly status effects that affect your character in some way. Agresive stance increases your attack but lowers your defence, defensive stance lowers your attack and raises your defense and so on.

Another addition is the ability to change the weapon of your main character in the battle. This was absolutely necesary, since there are already enemies that are almost imune to certain weapon kinds and entering fight with wrong equipment meant certain death. Now the player has atleast some chance of wining.

Right now, I am working on adding some buffing items. I want the combat to depend on players stats, but preparation will be also very important. Every enemy will have some kind of weakness. You will learn about that weaknes either by trial and error, or by asking someone about said enemy. Some enemies will die only if you use fire, some enemies will die only if you use certain item on them and so on.

I also added more dialogue to that guide companion I talked about the last week. Other than that, I added some simple fast travel options.

You can find a few singposts in your travels. These will teleport you back to your hideout.

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