Getting back into the swing of things with the project by first implementing Better Map Generation. Like I said in my last post, the world used to be generated totally randomly as a player moved around, causing Mountain terrains to be right next to Forests which are directly next to Tundras, basically all the terrain types where just mixed together.
But now, when a player moves into a new location, with no terrain tile associated with it. The game takes all adjacent terrain tiles into account before choosing one. This causes larger Biomes to exist, hopefully this will make the world seem less random and give some aspect of actually being somewhere in the world. Especially when I get around to adding biome specific events, enemies and effects.
This is just the first step in expanding the terrain generation mechanic, so we’ll see how that goes.
Next up, I started adding in Auras but quickly realized I need to refine the idea. The basic idea is that Auras give you special abilities, and you can only have 3 equipped at a time. These special abilities would give you additional choices during events or alter how some items work. At first I thought they might just be stat modifiers but I scrapped that idea because I was afraid it would move in on the Deck Include Modifiers idea.
So my plan is to leave Auras alone for now and return to them after implementing Deck Include Modifiers. What ARE Deck Include Modifiers you ask? This is a mechanic I’d like to add where including certain cards in your character’s deck result in your base stats being modified, as a means of balancing a cards power.
For instance a FireBall card might do a large amount of damage when played in combat, but simply adding the FireBall card to your deck will lower both your Max Hit Points and your Defence. The overall idea is that by adding certain cards to your deck you have some degree of control over your character’s “class”. Want to be a Mage-like glass cannon? Add in those fireballs and other powerful abilities at the expense of your health and defence. Perhaps add in Armor cards that have no effect when played in battle, but their Include effect raises your base defense so long as the card is in your deck, making you into a Warrior like tanking class.
These are just off the top of my head, so there will probably be many changes as I start to add it in. Which is exactly what I’m about to try to do!