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(1 edit)

It's not suuuper likely that the incentives and so on will be there for me to want to add much more to this, unless it does super well out of nowhere and there's suddenly a lot of demand. It would be fun to do but not likely super worth the time for me. I also think the more and more specific you get with adding features the less overall helpful the tutorial is, as it becomes either less generic and helpful to less people, or too modular to the point of being unwieldy and impractical for actual game development.

Never say never though! The most likely case would be if I ever finish PokeyPoke and make my own game like this and update it with whatever new things I learn.

fwiw:

1. summoning monsters at a basic level is pretty doable once you fully understand the whole system! You can use an action to simply create a new unit on the player's side. You'd need some custom thing to track its duration/or leave conditions though.

2. stuff outside the battle is pretty beyond the scope of the system anyway so I wouldn't likely do this at any point but this *is* also pretty simple. There are simple distance checking functions you can use to turn on a variable and then when that variable is on just move towards the player each frame! 

The one thing this makes me consider that would be worth adding at some point is an example of a "timed effect" like a poison condition or something. That example would then naturally be useful if you wanted to do summons that last for x rounds and so on.