v2.2.1


  • New System: Inventory

     Well,... Almost. :) I should say I began work on an inventory system. It's a big project with a lot of interlocking pieces. I had to figure out how items and equipment are going to work, i.e. how they will be viewed, used, equipped, sold, and stored. A lot of decisions were made about how the inventory will look and function, and even though I am trying to keep it relatively simple, it's a beast. I am making some progress and have done some preliminary tests. I've got a couple of helmets that can be equipped / unequipped and a few heal potions that work. (so far, all outside of combat, though I do plan to implement item usage in battle). The inventory will be a classic,  list-based system where you can only hold a certain amount of each item. This is known as a "Rule of 99" inventory system, and is typical in old-school RPGs. Next week I hope to upload a build of the game with a rough, but fully functioning, inventory system.

  • Enemies: Multi-Actions and number tags

     I did some work on the combat system so that I could implement enemies that can make multiple attacks per round of combat instead of only 1. Dragons and Fire Ghouls alike are enjoying their buff and attacking twice per round for the time being. I also added a number in parentheses behind each enemy's name so that if there are 2 Fire Ghouls for example, the player can tell which is which in the turn order window.

  • Terrain

     Unity released some new terrain tools this week, so I played around with them for a bit and built a snow-capped mountain in the North. It's not a great use of development time at this stage, but it was fun playing around with the new tools, and sometimes, you just gotta take a break from the grind of building an inventory system and craft yourself some world!

     That's it for this week ... next week it's inventory or bust, baby!

Get Legends of the Awakened

Leave a comment

Log in with itch.io to leave a comment.