Update 7/15/20: Uploaded a combat test prototype (no wg elements yet) to get feedback on the general feel of the battle system. This will help determine if any emphasis should be placed on it for progression through the game, any feedback is appreciated:
Back in March, I decided to learn some Unity programming to work on creating a simple game emulating the action combat from an MMO I used to play. After a few weeks, I was able to get the player-side skills to behave as they should, but was pretty defeated by some systems like better enemy AI, inventory, and an NPC ally I wanted to include. I created the elements with the default UI elements as a placeholder in order to focus on the internal logic, but it looked so terrible that it made me stop working on the project.
I’ve gotten back into it this week with some more motivation and figured this would be an ok place to jot down the ideas for the game since combat should be functional for now. I’m working on adding some better player feedback so that it doesn’t feel like as much of a mess, hopefully it’s something I learn how to improve later. The focus currently is to go through an inventory tutorial and then code in a proper ending to the battles.
Here’s a video showing the WIP of combat (you can see why I abandoned it lol): GameCombatWIP1
6/18/20 edit: Still a lot of placeholder UI to replace, but the main HUD area is looking better:
https://streamable.com/vz5j2z
The static “New Text” stuff on the left will be for the NPC companion described below.
You can see my game plan notes here:
The gist of the gameplay loop is taking an NPC companion into dungeons to earn gold/items, then getting upgrades for your character or ranking up in town. You’d be able to contract additional members, who can either join you or do specific stuff in your home in order to grant various bonuses. The WG aspect is similar to Fetish Master’s with its task-oriented management, but the companion joining you in battle will operate a bit differently, similar to how Emmie works in Some Bullshit Stuffing RPG. A design objective is to not need to focus on the dungeon aspect too much, since grinding isn’t too fun.
The positive side to not having real graphics or animations is that I’ve got a quick way to set up for adding new enemy types and bosses. However, I think I’ll struggle mightily with written descriptions for appearance and WG. Luckily there’s plenty of inspiration out there, so we’ll see how it goes once the framework is actually in place.
Feel free to leave feedback on anything. Obviously, this isn’t even off the ground yet, so anything can change.