jagRPG
Testing ideas in 2.5D, thanks for trying out this little project...
Battlesystem initial version now playable, go smash some slimes! Send a message/comment if you find any bugs
New Version: pre-alpha 0.009 (4/12/24)
- Full refactor on data management allowing for save/load system to be created
- Item menu advances: Potions are now useable and can heal HP
- Upgraded Equip menu, can now equip/unequip items and navigate through the inventory. Items will also display stat upgrades when hovering.
- Reworked interaction + dialog system. Fixed directional detection to more accurately interact with something in direction last faced.
- Added first treasure chest to overworld, can now start looting items.
- Added transition system between rooms/worlds
- Added soundmanager for more balance and ability to control master volume from menus
- Improvements to battle system including how status effects are handled.
New Version: pre-alpha 0.008 (3/16/24)
- Improved combat system timing/animation spacing
- Updated floating text system: Refactored to it's own script, now can display healing, poison, etc.
- Main Menu system updates, start of submenu content added
- Sounds added to menus
New Version: pre-alpha 0.007 (3/7/24)
- Status effect fixes/improvements, still bugs with getting STUNNED
- Heal spell / Status cleanse spell
- Janky Fast-forward button (L-trigger / Z) --> use at own risk :)
- Start of the gold system added
- Global timer added to main menu
- Level up system added, can now gain EXP and level party members (Display not currently functioning to update which hero is gaining the level)
- Fixed battle animations to allow for transition between injured/inflicted heroes to attacking/casting
New Version: pre-alpha 0.006 (3/1/24)
- Party is now targetable, can bash your friends if you wanted ( will be used for heals later of course ). [Use L/R bumper on Gamepad or 1 / 2 on keyboard.]
- Major battle-system refactoring, fixed temporary workarounds and optimized code. Slightly more modular design.
- Overworld system improvements including: Main menu access, dialog improvements, enemy formation management [ TAB or Start on Gamepad to enter menu]
- Start of status effects added: Poison and stun
New Version: Pre-alpha 0.005 (2/25/24):
- Controller Input update!
- Menus and overworld hero now controllable by gamepad, keyboard, and/or mouse.
- Back button functionality in battle menus
- Stable battle system? Seems to be working without getting stuck in any one phase.
Version 0.004 Changelog (2/18/24):
- Better battle mechanics: pause implemented for casting animations, pause during certain menu use
- Fixed error in Battle when enemy death would stop player inputs
- Crit chance / Luck added
- Fire spell!
- Win condition and end of battle stat screen
- Enemy spawns now managed/updated on overworld (buggy)
- Action bar correctly fills from empty to full
Version 0.003 Changelog (2/19/24):
- Better battle mechanics: pause implemented for casting animations, pause during certain menu use
- Crit chance / Luck added
- Fire spell!
- Win condition and end of battle stat screen
- Enemy spawns now managed/updated on overworld
Updated | 15 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | jaguarRN |
Genre | Role Playing, Adventure |
Tags | Pixel Art, Turn-Based Combat |
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