Lots of tying up loose ends today, the enemy AI took much longer than I expected thanks to the direction based FOV but now i’m pretty satisfied with it. I got a basic inventory system up and running, the player can drop/pick up and use items. It’s pretty simple but should suffice for a 7drl!
Combat is coming together. I’m going for a pretty deterministic approach at the moment to help in the eventual balancing. There are 4 damage classes, with a melee and ranged weapon in each. So eight weapons in total, each with small variations in things like range and ammo capacity. It’d be nice to have more of a random weapons selection but I’m afraid enough of trying to balance eight handwritten ones let alone a random generator 🙂
It’s all pretty simple, coffee break stuff. I’m hoping the positional gameplay/stealth mechanics will lend it a bit of interest.
End game is a bit of a mystery at the moment. The current win scenario is simply to ‘escape’ the wilderness, by travelling a set number of tiles from the start point, with harder mobs spawning as you get further out. It’s a bit weak, but I don’t know if i’ll have the time to implement anything better.
Tomorrow is content day! All the basics mechanics are there, I just need to come up with some fun new enemies and utility items. That should give me some time for playtesting/balancing and the inevitable last minute problems!