posted in Projects Of Some Degree Of Interest

Last week I've worked on two things: Foods and Activated Items.

I can safely say that my goal was achieved, and even surpassed.

I've managed to add three working Activated Items and a whopping 9 foods in total.

So let's dive right into it.

Focus system crash course

Before we dive right into activated items, we first have to know about the focus system.

The focus system is like the classes or specializations system in most RPGs.

Except that the focus system is actually quicker and is overall much more simpler than traditional RPG class system. (Because it's in a roguelike game and permadeath exists)

In essence, each time the player uses those items, then its focus will shift through three poles: Vaporwave (Rogue/Assasins), Future Funk (Marksmen) and Hardvapor (Brawler).

Having a certain focus can results in additional bonuses in certain stats, and can even give weapons and other items different type of bonuses and capacities.

As of right now, no actual bonuses are implemented.

This is because the focus system is primarily linked to the player's equipment...

These aren't in the game just yet...

Activated items

If you played The Binding of Isaac, then you may be familiar with this concept.

The idea is to have an item that can have an effect when manually triggered.

Activated items work just like this: they are items that the player can activate.

Most of the time, these give additional abilities to the player, like becoming temporarily invisible.

Activated items can also have relic-like capacities that apply as long as the item is held, and can also have modifiers.

Items can also have a focus alignment.

Right now, only three of these are functional in the game.

The Cellphone

Alignment: Vaporwave

Quote A new intuitive mobile communication solution. You can remotely access far away places with one press of a button

This is an old piece of junk. It's supposed to represent an old Motorola brick phone.

With this phone, the player is able to set up a one-way teleportation trip.

First, the player needs to set up an exit point by activating it.

This will create a weird sphere of spatial distortion

Afterwards, when the player activates the item once more, they will be instantly teleported to it.

Useful when you're in a huge level and want to get back to a specific room like a mall after getting more dosh.

Here are it's modifiers:

-5% ATK

-10% HP

Survival Gear

Alignment: Hardvapor

Quote Hey guys, Grilled Bear here. Today, we're gonna eat our own flesh

This activated item is supposed to represent a survival backpack.

With this item, the player can sacrifice its health for foods.

Here are its modifiers:

-20% AGL

-10% HP

This

Alignment: None

Quote I don't care what you say but this in JS is actual shit

This is this or at least my interpretation of it.

In my head, an object always was a big red specular sphere.

Maybe it's because I started making games with Game Maker? Perhaps...

With This, the player can reroll all items in a 25 meters radius for 10$.

Here are the modifiers:

+25% LCK

-10% HP

Foods

Foods are like temporary relics.

They sometimes have capacities like relics and also have modifiers that are usually out of this world.

When the player eats foods then a countdown is initiated.

When the countdown is finished, all modifier and capacities given to the player are removed.

Right now every food lasts for about 5 seconds. This will be individually tweaked based on things like modifiers and capacities...

Here's a list of foods in the game:

Pineapple

Quote Pineapples are juicy, delicious and tropical

This is a simple pineapple. Nothing special here

Here are the modifiers:

-10% LCK

+25% ATK

+50% DEF

-10 AGL

Banana

Quote I'm telling you: bananas are underrated...

A normal banana. Here are the modifiers:

+75% LCK

+68% DEF

+50% AGL

Lime

Quote As a proud member of the citrus family, the lime is really refreshing fruit.

A normal lime, cut in half. Here are the modifiers:

+10% LCK

+25% ATK

+75% AGL

-10% HP

Pineaburger

Quote Take a quick bite from that alternative burger and you'll fall in love.

A burger made of a slice of pineapple. There's also a lettuce leave thrown in there for good measure.

Here are the modifiers:

-10% LCK

+25% ATK

+50 % DEF

-10% AGL

Double Deluxe

Quote A whipped creamed waffle with a raspberry syrup. La creme de la creme.

A plain waffle topped with whipped cream and glazed with some kind of syrup (claimed to be raspberry, but sure doesn't taste like it)

Here are the modifiers:

+75% LCK

+10% ATK

-25% DEF

+10% AGL

+5% HP

Instant Ramen

Quote Ramen noodles are always a safe bet. Just add water and you got yourself a meal.

A normal instant ramen bowl. chopstick included.

Here are the modifiers:

+50% ATK

+50% AGL

-25% HP

Bento box

Quote It's never a bad idea to always have one on you

A somehow 80s bento box, with crazy shapes, lines and colours. Comes with chopsticks.

Here are the modifiers:

+25% LCK

+10% DEF

-10% AGL

+75% HP

Toast Sandwich

Quote The very best of English cuisine. It's full of carbs but still qualifies as a meal apparently.

A somehow plain looking sandwich. It appears to have a heavily buttered toast in the middle.

This is one of the food that can give you a capacity.

When eaten, it gives the capacity to do a double jump.

Here are the modifiers:

-10% LCK

+25% DEF

-50% AGL

-5% HP

Minor updates

There are now proper debug tools, such as spawning folders and so, making the testing phase so much quicker

Resolved some bugs with mall inventory not being properly chosen

Finally added relic/foods/equipment/weapon spawning to folders items. This means that the player can finally get good loot from folders.

Fixed an infrequent bug that gives wrong orientation to some rooms (i.e. some breakable wall used to spawn perpendicular to the rooms)

Added a bunch of things to add effects like 2d drop shadows and outline rendering

Next week

Next week I planned to add statuses to the game.

Statuses like poisoned of stunned. There's already a list of statues that was previously prepared.

Now it's just a matter of implementing those.

Otherwise, if I have the time I'm probably going to continue the implementations of items/capacities...

I also realized that while testing things out I just forget I'm testing and I just play the game (even though there's only one unfinishable level)

I genuinely had fun... I wish this feeling will get bigger as this is developed.