Day 5 - UI, Mana and Headaches


I spent approximately 10 hours on stream yesterday, working on a number of hopefully useful and polishable features and mechanics, but I am now starting to feel the time pressure.

Day 5 Progress

Here are the highlights since yesterday:

  • Cards which do attacks can now supply their own statistics, rather than relying on the player's internal statistics.
  • Enemies can now drop stuff when defeated
  • You can Shift-click, Right click and shift-numkey for a specific card to view more information about it. At the moment I'm planning to have flavour descriptions, and maybe add mechanical stuff later.
  • Introduced mana to the game mechanics:
    • You gain 1 point of mana at the end of each turn. (usually)
    • Playing a card requires you to have at least 1 mana, and will net negative by 1 point.
    • You can spend maximum mana to "Commune", which will take your discard, reshuffle and return it to the deck. This prevents you being stuck if the deck and hand is empty.
  • I started working on the procedural dungeon generator, and ran into some snags along the way.
    • Fixing a bug with my tile map means that tiles can exist along the entire integer range rather than positive (negatives were causing my bugs)
    • Started building a "growth" generator, where rooms are attached to the edge of other rooms.
    • Realised that my auto-tiling system from earlier in the week isn't sufficient for all tile types, so starting to overhaul that is a potential priority.

Next Steps

My hope was to have the generator completed before today so I could spend the rest of the weekend on the game content, but we will have to push on in order to get a nice generated space to play in.

Find Out More

You can follow a majority of the game's development by following me on Twitter, subscribing to my twitch stream here, or catching up on my YouTube channel.

See you there!

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