New levels, command processor overhaul, functionality add
Command parser overhaul, new functionality overall
- Completely overhauled the command parser, it is context sensitive to player status effects, and combat. it is way less strict in terms of commands to input.
- Added spells(only one so far)
- Added consumable items(only a few)
- Added a new area
- Added a new boss fight
- Added ability to inflict status effects on enemies
- New status effect infliction: slumber (its been in the game for a while but now you can get inflicted with it)
- Updated save system to include when you drop items too
- Updated combat where all participants have a chance to hit affected by strength and will.
- Added bbcode text effects to certain things.
- Added a journal function
- Added secret enemies
- Various bug fixes
- Changed font.
- Thousand eyes ring can be given to an npc for a reward!
- Moving on from character creation is less ambiguous
- can select characters in character select with arrow keys aswell as mouse (you do have to click on a picture first to do this)
- made entrance to catacombs less jank to enter, it was a bandaid fix as the entrance name will still be invisible, it just accepts more commands for entering
- item required stats is now visible upon inspection of the item
- added checkpoints where you can save
- you can quit to main menu instead of having to relaunch the game, and can only load from the main menu
- updated a lot of art/icons
Various thoughts:
First things first: I wanna express how amazing it is that so many people have tried out my game, I am incredibly grateful to all of you who played, and another thanks to those who left feedback either here or on the reddit post!
Scope of the game is increasing with adding these new systems, which means it will take longer in the future to push out updates, which hopefully won't be too long between, remember: I am doing it alone!
I noticed people were having a lot of trouble with how specific the old command processor was and how it wasn't very contextual. I took it upon myself to write a new one from scratch and it should be super flexible and have context based on whats happening in the game. If you find any bugs with it, make sure to let me know!
How it should function is that no matter how many words you type it will parse your commands (to a reasonable extent).
this would function like this
go to the freaking left idiot computer
You go left!
I've been laying the groundwork for a leveling system and part of that groundwork is items that have certain stat requirements, don't be surprised if you pick up an item and you cant wear it! In a future update you should be able to level up.
I've been thinking about the scope of the game, and what a game requires versus what the Vermis guide provides, I am on the fence about only putting things in the game that the artbook had, or adding in my own to fill in some gaps. I've done a bit of both but I really want feedback on this one!
Please, if you all would take the time to fill out this response sheet: https://forms.gle/UhPouKpB886yYjgT8
Files
Get Vermis - Fan Game
Vermis - Fan Game
text based fan game based off the artist Plastiboo's art book.
Status | In development |
Author | Adam Duehring |
Genre | Adventure, Role Playing |
Tags | 2D, Atmospheric, Fantasy, Horror, Pixel Art, Retro, Singleplayer, Text based |
Languages | English |
More posts
- Lots of bug fixes27 days ago
- New Area, Combat Updates & More!30 days ago
- UI Update, bugfixes78 days ago
- Level ups and Experience81 days ago
- Regarding Updates91 days ago
- Secret Path update, new areas, etcAug 12, 2024
- Various bugfixes and a settings tabAug 03, 2024
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