Saturday, January 16, 2016

Pause Screen, and Lore Mechanics

The actual new stuff I did today got me pretty excited! Before I had my long break of not working on it I had a weakly working "pause" option, but I never really fleshed it out. So, that's what I started with today.

A while back I incorporated the idea of lore (the little green spheres that enemies drop), but hadn't taken a stab at it until now. So once the pause screen was comfortably working, I went to work on some functionality. Now that the lore is a global variable, it was super easy to access it. Some time in the past I had made code to keep track of it, and now I just need to access it. This is a very primitive implementation of my lore idea, but here's what the basic idea is:


So as you can see, I collect lore as I kill enemies. That lore goes to a total, and then that total can be used to improve certain aspects of my spells. Of course this was a basic test so it's just raw data modification, but eventually this same mechanic could apply to "talent trees" or whatever you want to call it. The change won't be as dramatic later on, but for testing purposes it was awesome to see the changes like this, but still be limited by how much lore you collect.

1 comment:

  1. You and I GOT to get together and add sound effects to this game. It would add such an amount of realism to it! I wonder if Jordan Roper or Robert could notate some background music, too. Though that might get annoying this early in production.

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