Week 5 (Stats)

Last week we said we would work on stats and so we did! Unfortunately last week’s post included stats for characters, which is not something the game will game. Including that was a mistake from an older version of our schedule. However, everything else was included. So let’s go into what we did!

Stats

So we have included stats (randomly generated of course!) to each of the weapons that are spawned. This is determined by the weapon settings we set up for each creature, so it is entirely possible some weapons will not have stats, or some will have negative stats.WeaponStats.png

Unfortunately a huge portion of stats was the infrastructure and design. We had to create them in such a way that modifying them, displaying them, and randomizing them could be done relatively easy. In addition to those properties we needed many utility functions such as sorting, zeroing out arrays, and excluding stats that are 0. This is not something visual so there’s no pictures for that.

Stat Based Naming

Weapons now receive a name based on their stats, this is in addition to the name created by the rarity of a weapon. So now weapons have a little more variety in their names including stat and rarity-based adjectives. Here’s two examples I stitched together to show both the stats and the name:WeaponNames.png

WeaponNames_02.png

We also had some feedback that the Blade/Trim/Handle labels were difficult to see, so we have switched their color to always be white for the time being.

Dungeon Tilesets & Editor Progress

Dungeons now flip between two tilesets each time a player moves in them, this is important for two reasons. The first reason is that players that take two turns in a row will not notice a change in the dungeon and may question whether they actually moved, with two tilesets this can be prevented by differing the tilesets slightly from one another to show a change in scenery. The second reason is dungeons can be particularly bland and repeating without a second tileset being switched out.

Shawn has been working on the editor, and has now updated it to include animations. The editor can play-back animations. A special feature to note in the editor is how it clamps to existing frame sizes! Basically in an animation frame is 128×128 in one sprite, but in another it is 68×100 then the editor switches between these two options with a click of a button rather than having to type in the sizes.

Next week we hope to have:

  • Material Stats
  • Hat Pivoting System
  • Hats
  • Records of Dungeons Completed
  • Lockable/Unlockable Map Markers

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