Update thyme.
Day ~ 2
- Jam started at 2 PM here. Worked right away. Had an idea for the mon-catching feature. Basically just copying the enemy database/entries and pasting it to the hero database.
- Added some... new "fields" (Wolf Editor terms) (stat growths, equip slots, skills learned, etc.) for the enemy entries. Basically turning the enemy database into a 2nd hero database.
- Made the common event to actually copy-paste enemy entry to hero entry, and add the fresh entry to the party. Nailed it. :B
I love LICEcap. Itch's upload limit is only 3mb tho.... so some gifs were too big to post... and got to record again. Don't mind the enemy graphics, please.
Day ~ 4
I mean, today's the fourth day, right?
- Procrastinated on evening day 2. And early day 3. Thought about actually not using the leveling system. Just focus on catching mons like climbing the food chain.
- Made the common event for kicking party member mons. The engine has a limit of 6 party members, and changing that means changing a lot of things, which would take me days (engine documentation and common event notes are my only go-to). No thank you. Set the event for after battle, called when the party reached max 6 members.
- Had an idea for a "party capacity". Simply, a party of 2 giants is equal to a party of 5 critters. Tried to implement it, but I hit a rock early today. When a big mon (takes 3 "slots") enter and the party capacity gets exceeded, others will have to be kicked. Potentially kicking that or other 3-slot mon, 3 1-slot mons, 2 slot mons, and other combinations. This... unfortunately... is beyond what I can do right now. Would take me days, if I even have the motivation all the way through. So no.
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In short, the core feature has been finished. Still the bare minimum, but it works.
Next I'll have to make actual content and assets. ...and a story. I brought this upon myself. Those are all default engine assets, not mine.
Thanks for stopping by! :D