Repository navigation
some rpg alpha 2 build
Pre-release
Pre-release
Adds savedata functionality, weapon types, and branching dialogues.
Controls
- Overworld
- WASD/Arrow Keys - Movement
- E - Inventory
- Spacebar - Interact
- Battle
- Click on the enemy to attack
- A & S - Keys used for Quick Time Events
Features
- Save Data
- Save data is now saved in
AppData/LocalLow/Some Studio/some-rpg/saves/player.json. You can edit player stats in this manner - Saves are automatically created if they do not exist.
- Saves contain information on player stats, equipped weapon, and overworld location.
- You can now save & reload data from the game menu
- Save data is now saved in
- Dialogue
- Branching dialogue now added.
- A new NPC exists who can change your weapon type.
- Weapon Types
- Added 4 Weapon Types to the game, labelled internally as "Blades, Blunts, Ranged, and Rods." Type of QTE performed by a unit (player or enemy) will depend on the type of weapon they have equipped
- To start, know that base damage is currently computed by the following formula:
DamageDealt = Ceil(Attack^2/(1.5*Defense) * Modifier). Note thatAttackrefers to the attacking unit's Attack Stat,Defenserefers to the defending units Defense Stat, andModifieris a damage modifier reliant on the QTE. - Blades - Basic "Press QTE". Press the key prompt at the right moment to either increase damage dealt or lessen damage received.
- When attacking, modifier for a successful Press QTE is set to
Modifier = 2,Modifier = 1if failed. - When defending, modifier for a successful Defending Press QTE is set to
Modifier = 0.7,Modifier = 1if failed. - New Weapon "Basic Blade" has been added.
- Enemy "Imp 1" should have the Basic Blade equipped.
- When attacking, modifier for a successful Press QTE is set to
- Blunts - "Mash QTE". Repeatedly mash the key prompt within the time window. Damage dealt and damage lessened is proportional to how much you mash.
- When attacking, Damage Modifier Function for a Mash QTE follows as such:
Modifier = 1 + Clamp(log_4(NumberOfTimesMashed) - 1). The minimum and maximum values for theClamp()function are[0, 0.5]. Thus the Modifier may only ever be 1 at minimum and 1.5 at maximum. - When defending, Damage Modifier Function for a Mash QTE follows as such:
Modifier = 1 - Clamp(log_4(NumberOfTimesMashed) - 1). The minimum and maximum values for theClamp()function are[0, 0.5]. Thus the Modifier may only ever be 0.5 at minimum and 1 at maximum. - New Weapon "Mallet" has been added.
- Enemy "Imp 2" should have the Mallet equipped.
- When attacking, Damage Modifier Function for a Mash QTE follows as such:
- Ranged - "Release QTE." Hold the prompted key and release at the right moment to double your damage. Failing the QTE will result in now damage dealt.
- Modifier for a successful Release Press QTE is set to
Modifier = 2.5,Modifier = 0if failed. - New Weapon "Simple Bow" has been added.
- Modifier for a successful Release Press QTE is set to
- Rods - As of the moment, no unique QTE effects have been added for rods. At the moment they function like Blades.
- New Weapon "Wooden Staff" has been added.
- To start, know that base damage is currently computed by the following formula:
- You can view your equipped weapon on the battle screen and in the game menu.
- Added 4 Weapon Types to the game, labelled internally as "Blades, Blunts, Ranged, and Rods." Type of QTE performed by a unit (player or enemy) will depend on the type of weapon they have equipped