We have actor stats now! I’ve nearly finished this feature – I only have display left to do, and although there’s some balance issues I need to solve, that can wait until there’s more game to balance it around. Design The purposes of actor stats were the following: For a story driven player, it gives
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Tag: actions
This week
It’s been a slow few weeks, but I’ve been doing my breakdown strategy for making small amounts of progress. This means there’s not much in the way of tangible results, but there is quite a lot of small things which are building up to better things. The areas of focus at the moment are threefold
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Exploration Actions
This week I’ve been looking at add a bit more to exploration. At the moment the only exploration method is to forage, and that effect is hidden. Today I added actions for explore in the four basic directions. I decided that for now these are locked behind finding the first herb path, so the first
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Action Modifiers and Spells
Having done a technical part of the project with the web workers, it’s about time I started to think about the next steps of the design. Long Term Goals and Current State In an idle game we really need these features in terms of gameplay Gather resources without action from the player Possibly interactions with
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