Thursday, June 21, 2018

Ancient Artifacts

Here we go, ancient artifacts for long-term playability. These are permanent bonuses for successive runs, in order to progress a tad further each play-through. By entering the portal, all progress is lost except ancient artifacts and energy to further upgrade them. For example, one ancient artifact can increase all red damage, and another one reduces the cost of upgrading items for all successive play-throughs.

Holding the staff button on the bottom upgrades the selected ancient artifact.

The numbers take into consideration the targeted language. In English we use commas to separate thousands and a period for decimal places. Some languages interchange these two symbols. Other languages use apostrophes too. This was fairly trivial to handle because C# allows this change through the CultureInfo class.

Upgrading an ancient artifact.

A feature like ancient artifacts and language localization are two critical features missing in Zombie Guard. That app will get some updates soon, after I am finished with this one.

I started debugging the app through my Android phone and the SDK. It is really motivating to hold the game in my hand, rather than poke at my laptop screen within the Unity application.

The game being debugged, connected to my laptop

I feel like I've doubled my skills with Unity during this month in Canggu. After I reach beta, I want to invest some time researching some open source Unity games and script packages in the asset store. There are so many little tricks in this engine and C# that I have accrued from here and there.

Tuesday, June 12, 2018

The Cloister

I added a new zone called "The Cloister". It lingers with arcane and cold magic. It is populated by the undead and supernatural creatures.

Arcane magic (purple) is pure and it is the only elemental type that cannot be resisted through armor. It can even deduct a percentage of life, so it can be rare but rather destructive. Meanwhile the apparitions wielding lanterns can temporarily blind heroes, preventing basic attacks and skill activation. This is a dangerous zone, so a strong offense to kill swiftly will be a viable strategy.

The Cloister (the path will be fixed)

Each of the three current heroes now have a third skill. The frog with his/her "Cold Vine" skill can now bring any enemy to the front while inflicting nature and cold damage.

Yellow topaz gems used to represent pure physical damage. It never looked right and would clash with the orange coins. I replaced them with white gems, which makes a lot more sense given the purity of physical damage.