Progress Log #7


What's New?

         While I have gotten a lot done in these past few weeks, I think I still need a bit more time to cook. I am almost certain that I will be able to upload the third demo next Friday. By that point, the demo level will be much, much larger. It will resemble a completed level, although nothing will be finalized and I will still likely be adding more afterwards.


         One new major mechanic that I'm still ironing out is blocking. After all, it seemed a little bit ridiculous that Clef's shield hasn't actually been useful up to this point. Holding shift will raise the shield and negate all damage from the front, but not from behind. The shield can only withstand a certain amount of damage before it needs to recharge; it sort of has its own separate health value, although the shield's health will regenerate over time.


         The lightning enchantment has also been successfully added. Upon activation, it shoots an otherwise harmless spark that will strike a devastating bolt at the spot it lands in. You can angle the spell up or down to shoot it a farther or shorter distance away from you. The lightning strike will damage you as well as enemies, but you can use it to boost yourself wayyyyy upwards. Generally, the fireball is better for clearing out groups of small enemies, while the lightning is best for quickly dealing with bigger, individual enemies. One of those said bigger enemies should be making it into the upcoming demo.


         As of right now, taking damage will not only subtract from your health pool, but also remove some of the score you've accumulated proportional to the damage taken. Even if you're taking a ton of damage all of the time, however, the points you gain will always far outweigh the points you lose. Although, if you want the highest score possible, you should avoid taking damage unless it's somehow necessary to getting a higher score in the long run.


         Before the next demo gets uploaded, I want to change how charge attacks operate. Nothing is set in stone, but my current idea is to make them charge faster, but severely limit the player's movement while they charge. Overall, the change should make them more useful and versatile while maintaining the inherent risk of using them. Oh, and Clef's charge dash that I previously said made you invulnerable now actually makes you invulnerable. Whoops., sorry if that got you killed before.


         That's all for now. We're still on great pace to release the game sometime in the next few decades, so I hope you stick around for the ride. Until next time!

Get Enchanterland

Leave a comment

Log in with itch.io to leave a comment.