Been busy working on the "new" CATC. Made lots of progress so far and looks like it's on pace for a release this month.

This is a new unit-examine window that players have access to by right clicking a unit during combat then select the "Examine" option. This window gives a concise summary of the unit's stats and current state, including all their passive and status effects.
I like to draw your attention to the "Attack: PHY: 2 | SPC: 3 | LUS: 3" line. This is showing the new unit attack power stats. There are 3 of them: physical attack power (PHY), special attack power (SPC) and lust attack power (LUS). These attack power stats are used to scale the card effects instead of the old system based on the card color.

For example, here is the new Fireball card. The (x1.0 SPC) is the scaling factor (x1.0) and the scaling stat (SPC in this case).
What about the old STR/DEX/INT/CHA stats? Well they still exist, and they contribute towards the PHY/SPC/LUS attack power:
The STR/DEX/INT/CHA may also have other benefits, such as STR increases HP by 1 per point, but those are still work-in-progress and in flex atm.
I mentioned that I am turning CATC (back) into a roguelite game, here is what the dungeon room selection part looks like:

Pretty straight forward, after each encounter you can select a connected room one tile to the right and move there. There is a boss encounter at the end.
(The path are generated randomly, it just so happened that it looks like its not in the picture by chance)

At end of each encounter, the player receives rewards such as exp, credits, essence and sometimes additional cards to add to their deck. Experience is used to level up your character for that run, credits for shops (probably not going to make it in next version), essence to unlock permanent upgrades to all future runs (not going to make it in next version) and new cards to make your character stronger.
I also implemented TriggeredEffects for equipments, such as this:

(Charged 3 is increases the attack power of next card you played by 3, btw)
With the ConditionalEffect and TriggeredEffect implemented now, I want to make the item effects more interesting rather than just dumb stat sticks. (Those still exist though)
A small new feature, changing names:



[Yume]
2022-08-29 20:08:31 +0000 UTCEnlit3D
2022-08-28 06:50:07 +0000 UTCTanner
2022-08-27 20:34:00 +0000 UTC