For the last few months I've been working on engine features and not content. This might seem odd: isn't the whole point of a prototype to try out gameplay ideas without worrying about the technology? Well, I think the UI is so rough that sometimes it's hard to judge how well it plays. And it's getting larger too, so I wanted save/load and better ways to organise things internally.
New stuff:
Saving and loading from files, and an options menu popup. No autosave yet.
Ported Fleshcult 1's animated meters over and applied them to all the minigames.
Ported Fleshcult 1's random number handling over. This should minimise the same random event happening back-to-back, which I find confusing.
There's now a notion of Locations in the engine. These will drive stuff like illustrations, colour schemes and background music.
A Trigger is a new thing that checks for quantities going over limits. For example, you run out of health and it sends you to the Spawning Pools. They apply over a range of menus and have modes for how much of the execution to interrupt.
Did a better job of splitting the code into modules. Made testbeds and unit tests for some of them.
Thought about how transformations will work in the engine, but haven't implemented any of it yet. Something for next time.
How to play:
Unzip all of the zip's contents somewhere.
Double click on game.html and it should open in the web browser of your choice.
What's next?
It's been a while since I've touched Fleshcult 1, so in May I'll be working on endgame stuff there. Thank you all for your patience the last few months!