Status Effects & Save Game!
πThe save button now saves the game! π
The game can now be saved, how cool is that?!
The game will autoload your save when you start it. Currently if you want to start a new game you'll have to delete the player.json file. I'll worry about making a new game easier to start in the future. I don't know if a new game should allow the player to generate new monsters or not, that kind of goes against my vision... but if that's not fun then vision doesn't matter :p I've got a ways to go before I settle on that.
I've also added the skeleton for adding status effects to the game. Currently the only status effect is burn, and it's disabled. I tested it and it works! I swear! π
But I want to add status effects for each element, so that each one has it's own effect. Fire will be burn, earth will probably be poison (which will basically be burn, but it'll stack with burn). Light and dark will probably speed you up and slow your opponent. I need to figure out which element will stun. It's a work in progress, I'll figure it out!
Status effects won't stack so you can't be double burned, but if you do a status effect move it will add more turns to how long it they last.
Soon I want to start fleshing out the player and their skills and abilities. I've a day job that is coming up on its busy season, so I'm going to have to fight to stay motivated!
Oh yeah! I also added a temporary (read: permanent ) player sprite & squished some bugs.
Again, I'd appreciate any feedback. If you try it, I'd love to hear what you think! (It is rough around the edges though.)
Thanks for reading!
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Get Tiny Monster Trainer
Tiny Monster Trainer
A Monster Training Game
Status | In development |
Author | TinyMonsterTrainer |
Genre | Role Playing, Adventure |
Tags | Black and White, creature-collector, Godot, Low-poly, Monsters, Pixel Art |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- Poison and Burning!1 day ago
- Hopefully I've fixed performance issues!5 days ago
- ~ Know your enemy! ~Jun 28, 2024
- Slow & Steady!Apr 24, 2024
- New battle systems are almost readyMar 04, 2024
- Making Progress & General Road MapFeb 24, 2024
- Lots to do!Feb 20, 2024
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