Hello everyone, and welcome to devlog number 22 for Tales of Elondria! This marks the first devlog for version 0.2 of our 2D single-player RPG.
Debug Console
I’ve been working on some behind-the-scenes tools to make development and testing more efficient. One of the key additions is a debug console. This tool is incredibly useful for quickly triggering game events like changing the weather, spawning NPCs, adding items, and altering the player’s stats on the fly. This will streamline testing various game mechanics and ensure smoother development going forward.
Combat System
The combat system is arguably the most significant feature added in version 0.2, and it’s a major milestone for the game. Here’s how it works:
Collision Triggers: The combat system is initiated when the player collides with another living entity, such as an NPC or a creature. This collision detection is the first step in starting a combat encounter.
Encounter Panel: Upon collision, a panel appears on the screen displaying information about the encountered entity. This panel provides the player with options to either attack or retreat.
Combat Choices:
- Attack: If the player chooses to attack, they proceed with combat.
- Retreat: The ability to retreat is determined by the player’s dexterity stat. Higher dexterity increases the chance of successfully escaping from the encounter.
I hope to lay the foundation of the combat mechanic with these implementations. I’ll continue with the combat system (it seems AT LEAST for a month) so stay tuned for more updates as I continue to develop and refine the game 🙂
Talk to you next week!