Summary:
In which the lawyer-wait continues; the matter of the audio-engineer sees movement; more combat-spells are prototyped; the save-game pack is made; save-games hold additional data; bugs are found and (mostly) fixed; and the "Testing Realm" is tweaked.
Greetings and salutations!
This week's screenshot is once again an animated gif, showing a new combat-spell prototype:
The week just past was a fairly active one, I feel!
To start with, the wait for the lawyer continues--but there has been movement in the matter of the audio-engineer.
Alas, having for about three weeks heard no further response from the engineer who I contacted, I took the decision to cancel that arrangement. (This was done through Fiverr, which I'm glad to say provides some fairly straightforward options for dealing with issues--including cancellation.)
However, with that done I have contacted and made arrangements with a new audio-engineer--and I'm glad to say that things appear to be moving along with this one a little more smoothly! ^_^
On the implementation side, in the week just past I continued prototyping combat-spells. Indeed, in addition to some minor tweaks to extant spells, I believe that I have five new spells prototyped, one to do further testing on, and one more still in development!
First of these is the one shown in the main screenshot above: A spell that creates a region that deals damage over time to enemies that pass through it--and to the player, should they linger.
Second is another "damage over time" spell--but in this case combined with an "immobilisation" effect. It's intended to be the game's version of an "entangle" spell: it wraps foes up in thorny vines that hold and harm those caught within, while yet allowing them to turn and attack.
Third, then, is a second "immobilisation" spell. But where the "entangle" spell leaves enemies held, but active, this one--themed around "regret"--renders them entire inert for a time, as well as pulling them in towards the player. (But does no actual damage.)
Fourth is a spell that provides a different approach to protection: it surrounds the player in a protective shield--at the cost of the player becoming immobile.
Fifth is a spell that, rather than protecting, may actually put the player in danger: It causes the player to "dash" in the indicated direction, dealing damage to all enemies that they impact. However, this of course means potentially ending up closer to said enemies. Further, should the player hit a wall (or fixed object) mid-dash, they will take damage.
(In the writing of this post, I have realised that I don't think that I've tried it out against opponents that wouldn't be one-shotted as are the skeletons below--I'm not sure of whether I want them to stop the dash, or whether I want the player to dash through them. Experimentation might be called for!)
Sixth is another damage-dealing spell: Themed around a "curse", it fires a beam of devastating power, one that might trivialise many opponents--even bosses.
At a price.
Indeed, one might find oneself thinking: "This is incredibly overpowered: It's deadly, light on mana, and easy-to-us- wait, what's happening to my health...?!" >;)
The seventh, in-development spell is a second "summon" spell, and one that moves enemies much like the extant "Fox Shadow" spell. However, where that spell pushes enemies away from the player, this one is intended to move them
towards the player.
Why might one want that? Well, remember that there are some fairly powerful short- and melee- range combat-spells... ;)
Otherwise, there were a number of things done in the week just past that don't seem worth detailing here: I finally completed the making of the save-game pack that I intend to include with the demo; found some data that wasn't being saved, and fixed that; discovered a number of bugs and fixed most of them; and made some tweaks to my "Testing Realm" module, primarily making it easier to use.
(And perhaps other things that I'm forgetting!)
That, then, is all for this week--stay well, and thank you for reading! ^_^