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Day 9:

I incorporated player and enemy health into the combat system, animating it with a slider. One thing to note for the animation is that since my slider is using integer values for the health, the speed that the health drops in the slider must be set reasonably high for any change to occur (at least, using the Mathf.MoveTowards function). If you don't have a high enough speed, the rounding stalls the health animation from ever dropping, and sometimes you get random drops of 1 health increments.

With the  main combat loop settled, it's time to iron out the full combat mechanics of the game! Then I can get around to implementing these mechanics into the combat system. What I am thinking right now is, that although the main character herself is not prized as a physical specimen, she has extensive knowledge brewing alcoholic potions and liquors. These consumables can have a variety of effects: ranging from buffing her combat statistics, healing herself (and possible party members if I have time to implement this), or setting up elemental damage combos on the enemy. But, with a limited stock of booze, she has to decide when it is most advantageous to use her consumables. And she must watch her alcohol content, or that may harm her combat abilities...