A Journey through Consciousness - Facing Alpha Nemesis - Weekly Log #10 (no video) - 13.06 - 20.06.2023 (Weekly Updated)


13.06.2023

<> Finalised the change intended today after around 8 hours of code changing :D (with small breaks here and there)

<> The code is simpler, uses a bit fewer events and no longer has the option for seeing stats for a specific enemy. Felt a bit too much for too little result.

<> The Display Stats button no longer appears above each character, but appears above Back to User Interface button and is slightly transparent. Just for the lolz.

<!> The issue regarding the dash has partly vanished now with the code rewrite (character 5 stat separator dash line). It no longer vanishes on picture display, it vanishes on clicking the stats button now. XD

14.06.2023

<> Increased Loss of Life dealt to enemies in range 1 by Öberantnitch of Öv-Ög (Essence) from 20 to 44. Increased Mana loss inflicted from 10 to 22.

<> Wrote the code that allows player to apply 1st Essence to own weapon.

15.06.2023

<> Added the changes to Öberantnitch of Öv-Ög (Essence) to the code.

<> Wrote the code to allow player to apply each possible Essence to own weapon.

<> Made BIG potato code for 1st Attack ability to be used. Still thinking how to arrange it.

<> NEW RULE: Blindness' special success chance for Attacks to fail isn't influenced by any other effect, those chances remain fixed. Only that which specifically counters Blindness has triggers.

<> Slight adjustment to Harness Inner Majesty's effect to make it more clear.

16.06.2023

<> Situation is looking kind of overwhelming given how many effects have to be handled per action.

<> Began a rewriting of the code regarding the Negative Effects' duration reduction during End Phase. Created the special situation for Bleeding stacks where their duration doesn't decrease if they are more than 5 (Deep Wound applied).

<> Created 3 new events that will handle the code for player's actions: when healed, when attacking and when being hit.

<!> Planning to remove all old enemies and especially events that are no longer useful, since a lot of the old material will be replaced with newer features.

17.06.2023

<!> Though Positive Effects cancel some Negative Effects' effects the duration reduction still will happen for each.

<> Created a global Variable for all characters to determine the currently used ability's Type and allow triggering corresponding effects depending on action.

<> Also created a global Variables that notes the damage Type (including Loss of Life, even if it's not damage).

<> Transformed global Variable 997: deleted its properties and added 7 new ones: each tells which enemy is alive, per enemy group and the 7th one counts how many enemies there are alive (for global effects).

18.06.2023

<> Started working on Positive and Negative Effects' function in the game, for the player for now.

<> Slight changes to Twisted Mercy's effect to better reflect functionality and further reduce the confusion.

<> Added "Physical" damage absorbtion to Pain Harvesting (Passive)'s Shield.

<> Finished the code for the player's 4 Shield effects, started on adding the damage reduction effects.

<!> RULE: Shield effects always trigger BEFORE damage reduction effects, these triggering last, AFTER any damage amplifiers and dampeners.

19.06.2023

<> Added missing property to Alabastrine Approach (Obstruction) to show that is has been enabled.

<> Deleted a property (had a double entry accidentally) in variable 904 (player's Passives' effects).

<> Working towards the code of Pain Harvesting (Passive)'s damage reduction, also towards Alabastrine Approach (Obstruction)'s Translucid (Favor) effect trigger.

Leave a comment

Log in with itch.io to leave a comment.