Small update for day 5. Decided to add some abilities for player today, so I've made template for skill, that gives buff to hero character, and made skills for one guaranteed critical hit and one guaranteed evasion.
This kinda shows that I can't really rely on current actions system, so I'm almost 100% sure I will change this to card battler, leaving some action points for rooms rotation, and making the rest of actions as consumables that player will receive each turn (think of Guild Of Dungeoneering).
Current state of game leaves me with following things I'd like to do next:
- Introduce few more abilities for player (one of those features is random teleport of character, which requires some rework to "combat room locking"* system)
- I think temporary effects should always be visible somewhere on character, so when someone picks up e.g. damage buff, you don't need to check stats of each character to see it
- Actually rework skills system according to idea with cards.
*If you pay attention, you can notice that each time one character attacks another, rooms they are in have red corners. This means rooms are locked - they can't be rotated neither by player nor by characters. This is to prevent cheesing room rotation by player (arranging rooms so enemy always spend their turn rotating, while hero can constantly attack). Usually rooms are unlocked once one of combatants dies, but this is not best idea, e.g. it doesn't work well with mentioned idea of teleport ability, or if I ever want to introduce fleeing mechanics.