Enemy and Weapon Speeds


Very happy about this week =D I added some spice to the action time (?) game mechanic! I wrote about the system months ago while I was thinking of how to add depth to the 7drl. Now mobs and weapons have different speeds.

Some examples now: rats are "quick" and can move twice compared to "normal" critters and the player. Weapons' base speeds are now updated so that daggers and clubs are "quick" and you can get two attacks in for every one of the enemy. Most weapons are "normal", but Maul, and Double Sided Axe are "long" which means you can get 2 attacks for every 3 normal weapons attack. I want to expand the weapons to have something like attack combos. a maul might have a "long" windup but if you miss you can maintain its momentum and the next attack should be "quick" until a successful hit.

I solved a few bugs coming out of the new initiative system.
1. An input frame delay was fixed. It was a bug where your ability to choose your next action was one turn later than it should have been.
2. There is also an interesting state you can get into when using quick weapons on enemies that move at a "normal" pace. If you strike only once you stagger your movement turns. There is code in place to cancel a move command if someone moves into your desired space before your turn to move. And code to stop you from moving into a space occupied by a mob. If both the player and mob chose to move to the same spot both get canceled and no one would move.

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