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The Last Drop is an adventure survival game with roguelike elements and tactical turn based combat where the objective is to escape a deadly tomb which you have been trapped inside. Many perils await you on your adventure including armed mercenaries who have been ordered to kill you on sight. Although the risk may be great the reward is also enticing with hundreds of randomly generated relics and items to collect and aid your progress.

Post news Report RSS The Beginnings Of Combat

Quick update further detailing what can be seen in the new development diary and what is up next.

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The latest development diary is up, go check it out in the videos section. If you want to see some of the previous updates which were done for the WIll to Survive project which this game is based on please find them here Youtube.com

Enemies

I've now altered the enemies to be loaded from the map XML and only be visible and active when you are in the same room as them. At the moment there is only one enemy type but in the future enemies will be randomly picked based on how far through you are and what type of room it is. The enemies now detect based on distance all-though I have ramped this distance up really high so combat triggers as soon as you walk into a room with enemies contained.

Combat

The main portion of the game I've been tackling since the last update is the combat which has been pretty exciting to finally work on. When you walk into a room containing enemies this instantly triggers, I'm not sure if this will be a permanent fixture just yet but my thinking is that it would make quite a good stealth mode.

When the combat triggers it plays a small intro where it pans the camera to each enemy who reacts with an animation then finally back to the player where it fades the world to darkness and shows the combat grid and combat UI.

So far the only actions implemented are moving and over-watch. You can select the action you want from the UI then select the square you want to move to on the grid and hit go to perform it.

The nice thing about the movement gird is that it path finds each cell when obstacles are present so that it knows how many steps it takes to move around that object and any cells not accessible in the movement range will be disabled. This is similar to the grid you can turn on in the PC version of X-Com. In the video I uploaded this doesn't take into account corners but since recording the diary I've actually fixed that.

It's not a full combat system yet but the plan is to get through it piece by piece and adapt it based on how it feels to play.

What's Next

Next up is allowing the enemies to make a turn and move in a similar fashion. This will then be followed by implementing the shooting mechanics which should be pretty fun to work on

Until next time!

Alex

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