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3h192 words1 reply

TViT Dev Update 06

Nothing too much to update ya'll on this week, but I have plenty of things moving behind the scenes:

  • Redesigned how weapons function to make each category feel unique.
    • Melee can attack fleeing enemies without spending an action.
    • Firearms can aim outside their max range, but have disadvantage when doing so.
    • Spells cause you to gain Void, eventually eating into your health once your Void meter is full.
  • Built out some standardized weapon keywords to add some sub-themes to each weapon category.
    • Momentum - your attack increases based upon how many tiles you moved this turn.
    • Precision - your attack increases as long as the target has no other characters adjacent.
    • Brutal - your attack increases based upon how many status effects the target has.
    • Rapid - you can attack multiple times with this weapon in a single turn (as long as you have actions to spend).
  • Started building a map manager for my website so GMs can host games virtually over Discord. I've got a solid 1st draft, just now need to figure out finer details and add some QoL features.
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