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(3 edits) (+3)

Whats this games sound track? I'm interested because I have a taste for ambient music, and because I think the music on GroveWarBandQuest11 is kinda bad-ass. Also I was wondering how you simulated combat? I'm currently trying to figure it out myself and I'm getting closer. For instance, how many different passages did you use to run combat? Is it all in one using temporary variables, or in several using more customized ones?I'm not asking for copied and pasted code, just layout tips from the master.

(1 edit) (+1)

I'll be noting down the music in the next release, since it's a common request. :) Combat occurs mostly between two passages - a "choice" passage and a "result" one. However, it calls about thirty or more widgets to do calculations, which are essentially just other passages (Probably should have used <<include>> in hindsight). I made it modular so I could focus on one element at a time. Temporary variables are used for the current enemy, but it pulls from setup templates in StoryInit.