Berlin Interpretation 1992 – Day 23

Adding a chance to dodge attacks for both player and enemies to spice up combat a bit, this included adding a new stat, DEX, used for both.

In doing this, I followed fellow roguelike developers idea that it’s better to show an attack as evaded, than a miss.

Also removed the unsupported POSTMORTEM attachments (sadly didn’t get to implement these), and hid the attachment area for the email if it has none.

Next up: Here’s a list of stuff to implement in order to make this a fun, complete-ish roguelike. The problem is… I don’t think I’ll be able to do it any time soon.. Leaving it here for posterity when I have some time to do it.

  • Monster attacks
    • Poison
    • Reduce Strength
    • Steal Item
  • Monster attributes
    • Invisible
  • Status Effects
    • Poisoned
    • Invisible
    • Berserk
    • Leviteto
    • Confused
    • Blind
    • Paralyzed
    • Hallucinating
  • Potions
    • Potion of extra healing
    • Potion of Cure Poison
    • Potion of Restore Strength
    • Potion of speed (Dexterity temporary boost)
    • Potion of invisibility
    • Potion of heroism (Strength temporary boost)
    • Potion of berserk (Strength temporary boost, loss of control)
    • Potion of see invisible (and invisible enemies)
    • Potion of Levitation
    • Potion of Detect Monsters
    • Potion of Clairvoyance
    • Potion of Confusion
    • Potion of Blindness
    • Potion of Paralysis
    • Potion of Poison
    • Potion of Hallucination
  • Implement use to identify

Backlog

  • Fix keyboard repeating rate to about multiple unwanted actions: It’s just bad UX
  • Considering removing the blue background to make the game full mono.

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