Solace Crafting

Solace Crafting
Redefining the Crafting RPG

Sunday, October 23, 2016

Vacation with work?

I am in Hawaii right now! My first vacation other than visiting my family in the states since as long as I can remember! Maybe seven or eight years since I went to Mexico. There are wild chickens, lots of different flora, and half naked humans everywhere!

It's vacation, but only from my day job. I love working on Solace Crafting and hope to get plenty time to code in the sun. I got a lot done last week, but here I am, up before sunrise while everyone else is still asleep. Coffee in hand I'm ready to code, but I'll post a little update as Saturday flew past me.

This week I implemented a universal equipment/buff/attack stat system, so that I can add more types of damage and stats over time; a few skills that can be learned, equipped, and used; basic pathfinding with A*, though it needs work; monster drops; improved inventory/item stats display; added character creation/loading to the start screen; as well as adding player buildings into the save/load equations, which took a little thinking; I also added monster scaling over distance, though it's just levels and hp/damage at this time.

I wasn't sure how I was going to go about the player building saving, but it turned out to work just fine. I had to move rotation into the storage script and was able to optimize the class a bit while I was in there. Being able to save progress is one of the biggest requirement of an RPG type game, but also a pretty complex deal when you start having thousands of items slots in the form of chests, and rewards scattered throughout dungeons or houses you've built over time.

Currently I'm working on implementing the first tier of all four early skill trees, called the Archetype trees. These are Squire, Scout, Apprentice, and Disciple. Each tree has six skills in the first tier and are action/attack heavy as this is where you want to pick your main attacks for the first few levels. I've got some ranged magic skills in, some power attacks, and am working on buffs/debuffs, as well as ranged projectile attacks at the moment.

After that I'll be working on some crafting improvements to make sure the set enchants work, as well as building placement checks to stop floating walls, and that kind of stuff.