Large Update! input functions, room transitions, flash effects, and more!


Hey everyone!

I know I said I'd post more updates, and I've sort of failed at that. I really only like to post updates when I have tangible new content to show off for potential play-testers. Unfortunately, I still don't have any actual new content for testers to play through, but I have loads of new features and updates and my updates list was getting so large that I thought I'd stop putting this update off and just release it. So without further ado, here is the updates list!

1. New sight range types for NPCs:

Originally I simply had an attention range (a circle around each NPC), and if the player stepped into that circle, the NPC would be triggered. This update now has different types of sight ranges, including sight cones, semi-circles, full circles, and different combinations of straight lines to check for the player. These new options help to diversify different NPCs behavior styles.

2. new NPC  Unaware State - the "lookout" state:

the "lookout" is a spinoff of the standard idle state where NPCs just sit there and do absolutely nothing. With the lookout state however, NPCs can now check their surroundings while standing still in a variety of different patterns. The lookout state, cupped with the new sight range types, allows a whole new array of unique behaviors that can be implemented to NPCs.

3.  Room Transitions:

Now instead of simply appearing in a new room, there is a nice little sliding transition that takes place before the room transfer happens. This effect helps to spice up the game a little and adds a bit more aesthetic feel.

4. New NPC Hostile State - The Alignment State:

With this new state, enemies that have been alerted to the player now have a large selection of smarter moving options that they can make other than simply to move randomly or chase the player around. NPCs can now move to specific coordinates relative to the player to set themselves up for an attack. For example, an NPC with a bow will run to the furthest point away from the player that is still within its attack range to gain some distance between it and the player before it shoots its bow. 

5. New Weapon Input Functions:

until this update, all weapons were used the same way; you clicked the attack button and waited for the weapon to do its thing. With this update we now have 3 major input types that give weapons a much better feel:

A. regular click - this is the standard input, which is used for regular attacks like swords.

B. Hold - with this input, you hold down the attack button to constantly use the weapon, and release the attack button to end the attack. This is very useful for shields and any attack that needs to be constantly channeled.

C. Hold/Release - With this input, you can hold down the attack button while you aim, and release the attack button to shoot. This is used for bows.

6. Blocking, Immunities, & weaknesses:

As the new weapon input update eluded to, I did finally implement the shield! I put that off for a very long time... But you can now block attacks with items like the shield. NPCs also now have immunities and weaknesses. NPCs can be completely immune to certain attacks, or they can be very weak to certain attacks. NPCs can also be very strong against certain attacks.

7: Armor:

NPCs and the player now have the armor stat. Armor is a constancy regenerating stat that must be reduced to 0 before HP will be reduced when taking damage. This means that an enemy with armor must be dealt with quickly or else you will never kill it!

8. Flash Effects and Camera Shakes:

Fighting used to feel very dull, so I spiced up the fighting to give it some drama! Flashing effects provide some much needed player feedback on when objects have been damaged and when objects are invincible after being hit. Screen shakes also provide some extra excitement to the fighting and makes attacks feel more powerful and meaningful.

Other small updates and bug fixes:

-Can no longer attack while dropping an item. This prevents the player from accidentally attacking while interacting with items in the inventory.

-Can no longer use consumables or pick up items that are not needed. This prevents the player from wasting items that would increase their stats such as hp, mana, or hearts if those stats are already at their max.

-Added life count to counter bar at the top of the screen.

-Changed cool-down bar color to be easier to see. Provides better player feedback.

-Item Info boxes now show different information depending on the item type.

-Added stat regeneration capabilities.

-Updated NPC animation system to incorporate flying, landing, and dying while in the air.

-Added flying option enemies. This was technically added a very long time ago but was removed for awhile because it needed to be completely redone.

-Updated arching projectile system.

-Added bouncing projectiles for Mario-like fireballs.

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