Well it's been a while since I updated (not that I haven't been doing updates to the game)
Mostly because of moving, and working at a new job to pay the bills (unfortunately not in games at the moment
)
Anyways, I have a few days left to get my new personal deadline done, combat.
I currently have most of it setup and ready to go, with only a few things left to implement.
SO what you're seeing in there is just showing that I'm still getting data from Fitbit itself (yes it says 100 steps because it's 2am
)
Showing the Character sheet where the inventory currently is as well as the equipment area.
Next I go to the Dungeon to kill some monsters, kill 'em dead like!
After all the monsters are dead in the dungeon it lets me generate a new dungeon from the cloud. Every time I click a room I get the monster from the cloud and kill it dead.
So, what's next to implement before the end of the month?1.
Monsters attacking back (basic to start) - I want to at least have them attack players to force them to have to heal etc. I'll build on it later to make it more diverse
2.
Monsters dropping loot and players being able to actually "pick" it up and have it in inventory -In the gif you can see where it says loot, that is the actual loot the monster WOULD drop if you killed it. Currently I don't have it so you can pick it up...soooo the void gets fed a lot lately.
3.
Equipping/using of loot. -I have currently made it so monsters drop equipment pieces as well as Health Potions. I still have to implement all of these in game (which actually shouldn't take too long *crosses fingers). Ideally you can click on the item in the inventory which will say like Use/Equip, Sell , for starters. I do have some other things I WOULD like to have later on but they aren't crucial to the base gameplay and I'd like to get this out and tested ASAP.
I think I can do this. I have 2 days off from work to try and throw most of this together in the app itself as most of the cloud coding is in place for it already, and the small bits that aren't shouldn't take too long to fix/throw together.
I'm pretty happy with how this is coming along so far. There is the odd ugly thing I don't like too much in how I have to program this within Unity (sometimes it seems hard to keep things strictly OOP and not just throw refs and objects all over the place.)
The next things AFTER the above points?
Maybe some more monster implementations OR maybe sitting down and writing the tool I want for making the JSON's for monsters, equipment, potions etc. etc.
We'll see how it goes. I could always try to get some art in there as well but hey...functional before beauty eh!
I'm also going to be putting Energy in the Dungeon area so people can see how much they currently have without having to switch back and forth between screens.
For those reading, I'm wondering thoughts on:
Putting vertical buttons on the edges of the screen to switch between Character(stats + Equip) / Dungeon / Inventory
(the fitbit panel itself will probably be removed at some point as it's there to let me see how many steps I have for debugging, maybe I'll keep it and just keep it in the menu as well.