I Made Some Weapons
Development updates on my weapon and damage mechanic and outlining some upcoming game design challenges.
I didn't get to spend much time to work on my game this past week but I still managed to make meaningful progress. Most of the changes I made was from refactoring except for these neat weapons I made!

In the top-right corner of the player inventory on the right half of the screen, do you see the three blue tiles stacking vertically? I call that a dagger. I call the taller pink item next to it a scepter. Each tile contributes to a damage type if it sits in the active column.
So, on turns 1 and 10 of the GIF above, the player deals 3 strength damage because of the three blue tiles. On turns 2 and 11, the player then deals 5 magic damage from the scepter. As you can imagine, the player can deal massive damage at once by stacking items vertically, or spread the damage over several turns by placing them horizontally. Some next steps and things I need to figure out soon:
- I need to implement clicking, dragging, and rotating the items.
- Which tiles will the attacking weapons affect? Currently, I programmed the short dagger to damage only the tile directly in front of the player. Also, what defines the front of the player? Since the scepter is longer, it damages tiles two spaces ahead.
- Should I limit the inventory size for the prototype? I currently work with what I imagine the max size will be. I think I could more easily gauge the game's fun factor if I started from the smallest inventory size. This requires significant refactoring, but I must do it anyway to complete the game.
- Enemies! I'm just thinking about enemies in general! Thematically, what should they represent? Should they possess their own inventories like the player, or should I simulate their attacks using patterns? How will the player loot the body?
I have a lot of things to think about! So far, I've invested 21 hours into the game. Talk soon!
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