Posted May 08, 2022 by Gareth Williams
This week was mostly about combat. I implemented attacking and being attacked by mobs, HP (with a very minimal healthbar for the player), death for mobs and the player, and offhand wielding.
I added a shield item type, which is use held in offhand and the player can press B to raise or lower the shield. When the player attacks, the shield is lowered automatically, so there's an element of timing involved in using it. While the shield is raised, it blocks a set amount of damage and the player can keep it raised indefinitely, but will not regenerate health if under attack.
There's a very simple stats system under the hood for weapons, damage, shields, health, mob attacks and do on, but I won't be surfacing numbers to the player. I want the player to be able to rely on feel (animations, screenshake, timings, audio) to determine how they're doing in combat. Given the small size of the screen, I think that's the way to go. Hopefully it'll pan out!
I've also been thinking about the game's release - although there's a fair amount still to be done. I'm considering releasing the game in chapters, and getting Chapter One done and out this summer, maybe even within the next six weeks or so. I'd aim to release Chapter One for about $5, and then increase the price with every subsequent chapter for 4 or 5 chapters.
This will ensure the game is available for early Playdate adopters, while giving me time to complete it. I'd want to give each chapter a new unique environment with several new enemy types, one or two puzzles and new items. As you'll be able to backtrack through the game too, I might add new content in previous areas for backtrackers and new players alike.