Devlogs
Card creation upgrades, bug fixes, and upcoming plans
Big update today, lots of improvements!
Bug fixes:
- The shop will once more display all the cards in your deck
- Interrupts will no longer persist between rounds in certain scenarios
- The save system is no longer broken
- Your deck will cycle cards properly
- You can return interrupt cards to your hand via Reset Script
- And a bunch of other internal things
New features:
- Levels can now have multiple keys (you need to collect them all to open the gate). The miniboss level has been updated to have 2 keys.
- Having multiple keys also means that we need more control words, so, introducing "collected_keys", "available_keys", and "gate_is_open". All of them can be used in IF/WHILE commands. collected_keys and available_keys can be used in FOR commands.
- The card printing system has been given a complete overhaul! From a player perspective, the only difference should be that the background color of the printer is constant now, but it gives me a lot more flexibility.
- The card printer can now have multiple control commands on it.
- Control commands no longer need to be the first command in the printer. (technically, both of those things were true before, but I would've had to set it up manually. Now it's done automatically).
- To celebrate that bit automation, there is now a very small chance that you'll be able to print a card with an additional IF and STATEMENT command on it!
- Card printers also no longer show underscores. I've decided that underscores are ugly and should be a thing that only I see on the inside of the game systems.
- The cards that show you what you'll be printing have also gotten an upgrade.
- They show you how many of each type of command you'll be able to print.
- They now have a tooltip that displays all of the modifiers that the card will have.
A lot of the work I've done over the past few days has been internal stuff, so even though it might not look it, there have been major improvements in a lot of places.
Up next:
There the constant looming of "please do tutorial updates" that I'm aware of. I promise I will get to tutorial upgrades soonTM, but at the moment I'm focusing on trying to get as many features as I can implemented, or at least experimentally implemented.
I have some ideas on what tutorial upgrades would be useful so I will try to get around to that.. (sorry for putting it off for so long, I know that people have asked for ways to make the game easier to learn.)
Major items left on my task list:
- Map improvements
- Random card generator improvements (including both the trader, and what cards you print)
- Interrupt system improvements
- Item system
- Player HP
- New attack commands
- New movement commands
- New utility commands (I'm thinking of a shield ability to be specific)
- New tile types (tiles that require multiple moves to get out of, floor spikes, etc)
- To tie in a lot of the other big ideas that I've got, a challenge system, where if you complete a certain objective, you'll get bonuses.
I'm thinking that my next big task will be one of the top three items in the list.
As always, feel free to give me feedback, it's always appreciated!
Files
coding_cards webGL v0.2.0.zip 10 MB
coding_cards Windows v0.2.0.zip 29 MB
coding_cards Mac v0.2.0.zip 53 MB