About Niburi

Updates on development and new content

Friday 8 December 2017

Title for an update

Hello everyone.

Decided to tweak the combat and everything related to it. Spent quite a while on it including 4 hours banging my head against a coding wall as it would constantly crash at startup.

Eventually figured out that Renpy had taken a recovered chunk of code and duplicated it and was using that as well as the one I had been editing. Not happy.

Anyway so combat, as it's only one player against one enemy it might get a bit repetitive and have no tactical value. Have spent a lot of time trying to add some interesting elements.

The coding is very complex, here is the basics of it though.

Each round of combat you have the chance to pick an attack skill (You learn more later as you level up).
This has increased power or more inaccurate.
Enemies pick one randomly out of their skill pool.

Equipped armour and the type of weapon being used also changes the odds of a successful hit.


Damage.
This is the attack power skill, the strength of the weapon and the strength of the character.
Armour then takes some of the damage.
As you level up you have to train that particular skill by training. You probably can't afford to do all skills on each level so you will have to prioritise.


Does this make any sense??

To put it simply if you train in Strength, buy full plate armour and have a two-handed axe. You won't be hitting a nimble enemy.

If you chose a small dagger and use accurate little attacks you will always hit, but if the enemy is using plate armour. You won't hurt them.


I am hoping this will add an element of strategy to things. You are also free from running from combat without a problem. Will set up most areas with similarly specced enemies so you will get to know what equipment too equip.

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