Weekly Happenings -- Week 31
5 years ago
I've gotten lots more work done on Feast!
The interface has been cleaned up a fair bit -- the combatant lists scroll to center whoever you select, and selected entities now have a marching-ants outline to make it more obvious what's going on. If a unit's turn begins and it's inside a predator, the predator is automatically selected. That's because...
...turns are now a thing! Each creature's initiative meter fills up at rate based on the square root of its speed -- so a creature with 40 speed will act twice as often as a creature with 10 speed. I might allow for multiple actions per turn; right now, you just get one.
Horizontal scrolling in the combatant lists should feel better now. Web development is annoying.
New entries now appear at the top of the combat log. It seems more reasonable to put things there, since most of your visual focus is on the top of the screen. Text also has a little fade-in transition when added.
I've also begun working on explore mode in earnest. The game now starts in it, and you can return to it from combat once one side loses. It's pretty basic at the moment, but you can wander around and stumble into unwinnable boss fights, so that's a good thing!
I have a few more guest bosses floating around, including
threes (whose red panda has a lot of grabs) and
goldeneyegryphonsadist (whose gryphon is Definitely Very Unfair). They'll be getting some more actions and such as I work on new mechanics, naturally.
There are now a number of status effects, such as stuns and shields (and surrendering...). Next up will be permanent perks and item effects, which will be handled pretty much identically. I'm also planning to add a more detailed vore system, which might include finding your own bones in a predator that you keep succumbing to...
So, all in all, progress has been steady, and should continue to be so! Remember to join the Discord server if you want to follow along.
The interface has been cleaned up a fair bit -- the combatant lists scroll to center whoever you select, and selected entities now have a marching-ants outline to make it more obvious what's going on. If a unit's turn begins and it's inside a predator, the predator is automatically selected. That's because...
...turns are now a thing! Each creature's initiative meter fills up at rate based on the square root of its speed -- so a creature with 40 speed will act twice as often as a creature with 10 speed. I might allow for multiple actions per turn; right now, you just get one.
Horizontal scrolling in the combatant lists should feel better now. Web development is annoying.
New entries now appear at the top of the combat log. It seems more reasonable to put things there, since most of your visual focus is on the top of the screen. Text also has a little fade-in transition when added.
I've also begun working on explore mode in earnest. The game now starts in it, and you can return to it from combat once one side loses. It's pretty basic at the moment, but you can wander around and stumble into unwinnable boss fights, so that's a good thing!
I have a few more guest bosses floating around, including
threes (whose red panda has a lot of grabs) and
goldeneyegryphonsadist (whose gryphon is Definitely Very Unfair). They'll be getting some more actions and such as I work on new mechanics, naturally.There are now a number of status effects, such as stuns and shields (and surrendering...). Next up will be permanent perks and item effects, which will be handled pretty much identically. I'm also planning to add a more detailed vore system, which might include finding your own bones in a predator that you keep succumbing to...
So, all in all, progress has been steady, and should continue to be so! Remember to join the Discord server if you want to follow along.
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