Thursday, October 23, 2025

Parallel Things

So yesterday was basically two trains running on parallel tracks.

I reached out to a colleague and fellow game maker to do a final "first impression" game test. I've specifically left him off the testing train, so that when he gets a look at it (like now) it's the first time he's seeing it - and he's doing basically my final user-test before it's ready for an open beta. So that's both exciting and rather scary! We'll see what he says and if there's any last minute things that need tweaking.

The other track was me ticking off, in a rare case of much quicker than anticipated, proc items. And I don't know what to call them other than that. But basically items that sometimes generate a particular effect.

So an example might be a chestplate that every now and again, when you're attacked, drops a healing spell on you. Or a sword that every now and again sets your opponent on fire when you attack them... or...  or.. or...

I've set them up in what I think covers off all the types I want to have, and able to fire off in all the ways I want them to trigger. I have enough flexibility to set them up as I want, and I was even thinking to myself that it allows for some amazing cursed weapons too - where a sword might have fantastic stats for your character but also bestow the occasional heal, or buff on your enemy as it spites you. More on this later.

It ended up going much quicker and much less painfully than I thought it would, as all the code just slotted nicely into hooks that already exist in the code, and I managed to use fields that already existed, so there was no change to the database - which is always great.

I will need to tweak the item information screens in some way, so that these effects are somehow shown, so you can tell when an item can do something along these lines. Currently, all it shows is a "Equip: Benefit bestowed" line, which I need to think about so that it gives more away without just being a slab of technical stuff.

No comments:

Post a Comment

Parallel Things

So yesterday was basically two trains running on parallel tracks. I reached out to a colleague and fellow game maker to do a final "fir...