Well it's been a rough week here at Empty Teapot. Not only am I a bit under the weather, but updating the moves has meant a lot of bugs needed ironing out! On the plus side, it all seems to be running smoothly now.
I've also managed to add some unique moves for each class. So technicians, high fliers, brawlers all have their unique move combo for the player to use!
I've also Finished the move learning system, where you talk to Coach Sal to exchange your experience for new moves.
The next thing I want to add is injury risk. So certain moves will be more likely to injure different body parts, hopefully I'll get that done this coming week! :)
Well it's been a busy week in Brass Town! I wanted to make the turn based combat more engaging, so I reworked and balanced the move system. You now gain experience every time you use a move. You start of with very few moves, but can buy up to 50 moves with your experience points at the gym. The moves allow you to use either Grappling Attack (for technical wrestling moves), Attack (for strikes and slams), and High Risk (for high flying moves), to do damage to your opponents. The moves can target either the head, body or limbs of your opponents. Different enemies will have different weaknesses, so it pays to have a variety of attacks in your arsenal! In addition to all of the above, you can also debuff your opponent to reduce things like their defense, accurate or attack power. Some moves also allow you to time your attack to deal extra damage!
If all that sounds complicated, don't worry! The game gradually adds the features as you face your first few opponents in the game! If you want to see the basic concept, check out the video I uploaded! I still need to add the animations for the moves, but the video should give you an idea of how the system works.
Well, we did it! Brass Town Wrestling was funded on Kickstarter! Thanks to everyone who contributed and has filled in their questionnaire so far. My artist friend is planning on getting at least the concepts done when they are off at the end of March, and I'm looking forward to touching base with everyone who has requested a custom asset at that stage.
With the project funded, now what? As you all know I work on the game in my free time. I thought the best way to update would be in the form of a weekly blog that I'll share a link too on Social Media. it gives me some accountability, whilst keeping all backers and interested parties in the loop with how the game is progressing.
The feedback I've had from early play tests is that people are enjoying the life sim side of the game more than the wrestling. The past 2 weeks I've been looking at re balancing combat from from ground up. I'll share a post with how it's looking next week.