8/24/19

Most of the progress is from adjusting the database.  Here is what will be featured when the next rubbery demo comes around:
-You will earn EXP and Gold by playing with rubbery victims, escaping any time.  You can earn more by making them collapse.  However, patrols might come to ruin your fun (and you can't earn partial/escape EXP from them).
-Hybrid enemies are powered with rubbery "cores".  You can fight it normally, but you can also play with the core to drain its MP and mess up its strategy.
-Tactical enemies are too small and quick to fight properly.
-And stuff.

Ideas for future release:
-Perhaps human guards and a state to turn them into rubbery playthings.
-Try to have the Battler Layers reset for transformations and certain revives.


8/13/19

Patting is Not Damage

A few adjustments to the battle system.  As you may know, I'm planning for this project to have 2 main skill types, where one type can only target Fun enemies and the other can only target Fighting enemies.

-Adjustment 1: Skill Types determine damage motion, where Fun skills would make an enemy quiver while Fight Skills has the normal animation.  Since animations don't seem to be based on items, I simply add a state inside the damage method so that the battler can be used inside the animation.  This also means keeping the state on death and removing it at the end of the animation.

-Adjustment 2: Using a Fun skill on a Fun enemy will deal HP damage.  However, using a Fun Skill on Hybrid enemies (tagged with both Fun and Fight) will instead deal MP damage, then deal leftover as HP damage.  For example, Battery Armor is considered a Hybrid since it is a Robot with an exposed rubber person as a power supply; having Fun with the enemy would drain that power supply which can mess up their battle behavior.

8/12/19

Just a few examples of what I'm fiddling with.