- Dec 30, 2023
- 21
- 30
Progress Update
Good news? I think... I was play testing all the combat mechanics, It just didn't feel right having the same type of buffs and debuffs stacking on top of each other. The damage and effect calculations are working as intended but the values just seems counter-intuitive and unreliable as a player.
So, I've expanded the combat mechanics to include buff/debuff counters and immunity. For example higher-tier [Strength] buff cannot be negated by its lower-tier counter part. Passive healing that removes poison, elemental status negations etc. This should make combat flow more straight forward. In hindsight, this should've been the approach in the first place. Oh well, first game and whatnot....
The not so good part of the news is I'll be needing more time to ironed out the kinks and testing it. The sadder part of the news is the full scope of the combat will not be experienced in the first released but it's there... Hidden in the codes :'(
Thanks for stopping by ^_^
Good news? I think... I was play testing all the combat mechanics, It just didn't feel right having the same type of buffs and debuffs stacking on top of each other. The damage and effect calculations are working as intended but the values just seems counter-intuitive and unreliable as a player.
So, I've expanded the combat mechanics to include buff/debuff counters and immunity. For example higher-tier [Strength] buff cannot be negated by its lower-tier counter part. Passive healing that removes poison, elemental status negations etc. This should make combat flow more straight forward. In hindsight, this should've been the approach in the first place. Oh well, first game and whatnot....
The not so good part of the news is I'll be needing more time to ironed out the kinks and testing it. The sadder part of the news is the full scope of the combat will not be experienced in the first released but it's there... Hidden in the codes :'(
Thanks for stopping by ^_^