Traditional Roguelike Fortnight - Day 12 & 13
I missed the update last night because I was exhausted after a long week, so this will cover the last two days.
Day 12 was primarily planning and starting to code up all of the upgrade items for the game. There are 6 runes and the generic category, each with 3 upgrades, so 21 in total.
Day 13 was wrapping that up, then creating all 36 enemies across 5 difficulty tiers with stats and attacks. After that I:
- Upgrades are chosen by the rune collected per mission (2 from that rune, 1 from generic/previous rune pool).
- Add passive stat improvement after every mission.
- Add a 'rest' action that rests turn after turn until danger is detected or you are full. Really saves a lot of '.' presses in game.
- Add a Credits screen.
- Create an itch.io page.
- Add a desktop icon (even though I'm only going to release it for now on web).
Tomorrow I need to play the game and balance things out. At the moment I know none other the characters can complete the first floor, outside of crazy difficult play, and the Staff/Bow are underpowered compared to Sword.