BGP – Spirit Boom – Dev. Post 4


I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.
Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would increase in level. For example: on level 4 the player gains +2 attack power and on level 5 he gains +1 defence against Fire attacks.
Setting proper variables to the player spirit
This was related to the level system but since that was scrapped the only variables that had to be set properly was sprite usage, player spirit type and the abilities. Since the level system was supposed to handle these thigns it had to be hard-coded into the game at the moment.
Set up a delay for animations during combat
Since there were complaints about attack animations being stocked on top of each other as the player or the enemy used them I’ve implemented a delay. The default time for the delay is one and a half second but it can be set for each of the individual abilities alongside the rest of the variables.
Balance enemies and abilities
There were several things that had be overseen in the act of balancing the enemies and abilities in the game. First of all: to make things much easier for the demo all of the stats except Hit Points were removed this was because Attack, Defence and elemental defenses all became too much to balance for the vertical slice in time for GGC. Second: all spirits were given two normal attacks of their own type as well as one attack of the type that they are strong against and finally another attack of their own type that is very powerful. This was meant to a form of balancing but in reality it seems as though all of the spirits and enemies become very similar.
That’s it for today.