Fenris high devlog update 22 (Patreon)
Content
heyo pups! another lil update for y'all. Let's start with bananainquiry as always as he's been deep into the code of the game all this week trying to squash bugs and implement new features. He implemented the bookcases of the library and now the place feels positively labyrinthine as it should be! hope you don't get lost in here while a werewolf is chasing you! XD
also another thing that may seem minor but actually adds a lot of flavor is the ability to name your character however you please. Say hello to the others, buffman!
on my end i've been thinking about the battle system for the nights. I think it's time we start at least considering our options since we're getting close to start programming that part of the game. Since you can target different parts of the enemies' bodies i thought maybe it would've been interesting if your character itself could decide which body part to use.
i made a rough animated mockup below :
basically each round you start with two actions available to you (or more, if you're transformed or have a spell or buff active). Each of your limbs /head has a set of actions, wich are basically skills/abilities to use.
if the gif goes too fast to read comfortably i can write the HANDS actions down here
hit: basic melee attack, probably scales with the jock stat.
grab/hold: stops the target body part from acting for two turns. The hand used for grabbing also cannot act while it's doing so.
guard: the body part selected will guard another body part, taking the damage instead of the location it is guarding.
attack with held item: if an item with the tag "weapon" is equipped in the selected hand, this substitutes the "hit" action
intimate touch: ability used to seduce an enemy by touching sensitive spots
use held item: consumes or uses the item the player is holding on himself (curatives, buffs , etc.)
throw held item: throws the held item at the enemy. If the object doesn't have the tag "throwing weapon" it deals 1 damage. The item is then dropped to the floor.
the LEGS would probably have fewer options. We as humans mostly do things with our hands after all:
kick: same as hit
evade: gives a character a 30% chance to completely evade the next attack.
run: 30% chances to escape the battle
guard: same as the hands guard, but i suppose it would be silly if you could block attacks to your face with your legs? maybe this can be left off XD
And of course some actions for the HEAD too
headbutt: the head counterpart of the HIT move of the other bodyparts. It probably damages you too if you don't wear a protective item.
bite: not very useful as a human, but a hard hitting move if you're transformed.
talk: you could talk to the werewolves as they try to subjugate you. What you say to them could have different effects in battle
lick: an intimate move that is likely to miss but hits the werewolf's self control harder.
hold breath: the werewolves have powerful , mind numbing pheromones. Using this ability will make you immune to pheromone or gas based attack for one turn.
of course, your body parts can be damaged by the werewolves attack. If they receive too much punishment they'll become unusable in battle and give you some penalities. Better heal up!
i'm currently not sure if we'll be able to implement all this stuff (it's a lot! ) since banana inquiry was so busy i couldn't show him , but i hope we manage to at least put some of these ideas in action. Also following this considerations on the battle system, i ended up drawing the paperdolls for each dominating stat.
"cool" stat:
"nerd" stat:
"jock" stat.
(if you're not familiar with ol' crpgs, a paperdoll is basically a screen that allows you to equip items on various parts of your character's body)
anyways, that's it for this week! sorry if this post was a bit wordy, i get kind of excite when considering mechanics and stuff XD
stay wild y'all! awooooo!