Version 0.2, RPG, Inventory, Adventure Guild



It's been a crazy few months, but here's the changelog for Rewind version 0.2. Honestly, it's late and I'm sleepy, but it's still uploading... so... I'll just write some stuff up here.

The major addition in this version is a from-scratch turn-based RPG battle system. The sprites and animations were what I worried about taking a long time, but those were pretty simple... I had no idea that actually getting the game logic built would take six weeks. Granted, Covid has removed about 80% of my available work time, but this was still quite an undertaking for a coder as untalented as myself. Anyway, I've gotten the nuts and bolts pretty much in the right place, but there's a whole lot of tightening that needs doing. I'm committed to making smaller polishing and content updates in roughly one-week intervals for the next month or so to get the additions in this update (as well as some sexy bits) polished up.


Changelog:
- Additional stats have been added for turn-based combat (base attack, magic attack, defense, m def, speed, evasion, accuracy, luck, crit chance). These are based on your level and your base stats (strength, endurance, intelligence, agility, magic).
- Old school turn-based combat has been implemented (still extremely rough around the edges).
- Quests are available at the adventure guild.
- Adventure guild requirements have been loosened (previously required two physical titles, now requires only one).
- Inventory has been added (available in your bedroom for now). This same screen also shows your battle stats and exp level.
- Palace story content has been added (access by finding the statue, guard house, and potion shop clues, then waiting a day).
- You can now kill the chicken, but he's pretty strong, and the story content related to him is currently absent (coming soon).
- Corrected random images popping up in Lani's night scene.
- Corrected a few labeling mistakes in the god and temple leveling code.

Known Issues:
- Stacking inventory items (monster drops right now), do not accurately display their quantity.
- Since effect animations are absent from the battle system right now, it feels very choppy.
- Balancing monster difficulty will be an ongoing thing.
- Monsters only appear in your back yard.
- There's still a ton of polish needed for all of the new elements in the game. If you see an error message, do please let me know, but it's probably related to sprite animations/attack skill animations, and if you click 'ignore' it should continue on with the game with no more problems.

Files

Rewind-v0.2-mac.zip 352 MB
May 01, 2020
Rewind-v0.2-pc.zip 369 MB
May 01, 2020
Rewind_v0.2_Android 361 MB
May 01, 2020

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