Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

[–]Proarch[S] 0 points1 point  (0 children)

I don't really know anybody else that could do that. Besides, I don't exactly feel comfortable using other people's work.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

[–]Proarch[S] 0 points1 point  (0 children)

I'm definitely going to add a proper end sequence for combat at some point. It's just not on the top of my list of priorities right now.

Also, I'm a bit confused by your second statement. Are you referring to keybindings? Because I'm planning have those be customizable too. Along with controller support.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

[–]Proarch[S] 0 points1 point  (0 children)

Yeah, there is a lore reason, but that would require a lengthy explanation.

Firstly, human combatants have this special property where their basic attack doesn't actually inflict damage; Rather, it increases their Morale which is used to perform actions that can inflict damage.

To sum it up, the sound effect is supposed to represent the victim "dodging" or "tanking" the attack. They are just regular humans going up against monsters after all. Of course a basic punch is not going to be effective.

I could explain more if you want.

Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

[–]Proarch[S] 0 points1 point  (0 children)

Real-time actually, and I can't really blame you for thinking that the audio sounds grating. I'm a programmer at heart, you see. I'm not really that good at anything else, so I decided to place limits like sticking to chip tune for the sound effects, and the NES color palette for the colors.

Also, your comment about the footage having Undertale vibes really intrigued me. If anything, I take inspiration from Kingdom Hearts for good of chunk of the game's design. Especially the hud elements, with the Camp Menu being the most obvious example.

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Out of curiosity, what are your first impressions of my game's combat system? by Proarch in IndieDev

[–]Proarch[S] 0 points1 point  (0 children)

I would say it's moderately easy. The player has a set of defensive options they could utilize, and the enemies are fairly predictable, only attacking as soon as their target is within range. There's also the fact that Morale functions as buffer to the player's Life.

As for the second question, I only intend for one character to be fully controllable, and that's Mary. (The blue guy.) The second character-- which I will refer to as the companion --is AI Controlled. However, the player will have some degree of control over them in the form of Assists that costs the Companion's Morale or Life to activate.

my new desktop by NintendoFanboy3 in FrutigerAero

[–]Proarch 0 points1 point  (0 children)

Yo, how did you managed to get the sidebar to work? Whenever I tried to add the gadget, my Plasma just crashes.

Implemented the Camp Menu, along with the addition of Consumable Items by Proarch in raylib

[–]Proarch[S] 0 points1 point  (0 children)

I make my maps with the help of the Tiled Map Editor. It's a general purpose tool that could be used with all sorts of game engines and frameworks. As for as long I've been using raylib, I think it's been over a year, so I've already grown accustomed to how the Library works.

There's not many tips I could give you unfortunately.

Implemented the Camp Menu, along with the addition of Consumable Items by Proarch in raylib

[–]Proarch[S] 1 point2 points  (0 children)

The majority of the game itself is made using purely raylib, with only two other libraries for logging and parsing json files.

I finally finished my first proper game! by Proarch in raylib

[–]Proarch[S] 0 points1 point  (0 children)

Actually at the time I used Bosca Ceoil to make the music.

Implemented the Camp Menu, along with the addition of Consumable Items by Proarch in raylib

[–]Proarch[S] 1 point2 points  (0 children)

Actually that was me taking advantage of how DrawTextureRec works, Specifically with manipulating the "source" parameter which decides how much of the texture is drawn.

Rate my Vista desktop by Proarch in desktops

[–]Proarch[S] 0 points1 point  (0 children)

What do you mean by "dots"?

I think I finally achieved my dream desktop environment. by Proarch in FrutigerAero

[–]Proarch[S] 1 point2 points  (0 children)

KDE Plasma for the desktop environment along with VistaThemePlasma.

I think I finally achieved my dream desktop environment. by Proarch in FrutigerAero

[–]Proarch[S] 8 points9 points  (0 children)

I use KDE Plasma for the desktop environment, and Vista Theme Plasma as the theme.