Not much in the way of screenshots today, but I did manage to add quite a lot of framework for content (which I’m going to spend tomorrow fleshing out). Now, the player has four stats (Might, Vigor, Intellect, and Sanity; I don’t think those were the original stats but I don’t have a copy at the moment to check). Each of them starts at a random value from 2 to 5. If any reaches 0, game over.
Also, to actually make use of said stats, there are two new kinds of definitions that you can stick in the data folder to automatically be used by the game: events and items.
Events are automatically triggered when you enter a room for the first time. Eventually, this will include all manner of spooky happenings, but at the moment there are only two: Bite and Helpful Item. As one might guess, a Bite can lower your Vigor or Might and a Helpful Item grants you a randomly chosen item. Right now, there’s only one item: a Book, which grants you extra Intellect when you find and takes it away if you lose it.
Right now gain and loss are the only hooks on items, but I’ll probably add ones for
on-defend to make things like weapons and armor make more sense. I’m just not sure how that’s going to work out yet.
That’s all I have. We’re running right up against the deadline, but it’s definitely a game at this point–albeit not really a very fun one–so I think I’ll call that a win. Doesn’t mean I won’t put a few more hours into it this weekend.
If you’d like to see the definitions for Bite and Book, check out the corresponding blog post over on my blog. It has better syntax highlighting. 🙂