Major Dialogue Changes, Battle Mechanics and other Major Upgrades (Guardians of RPG v1.03 Update)


Hello everyone!

It's Monday which means it's time for another weekly DevLog. This and the next few weeks will be me updating the game and fixing some bugs in version 1.02. I have been making significant strides in that regard, and so in this dev log I will be going over the current changes that I made, and what changes I plan on making for next week. So with that out of the way, let's get into it.

Rework Dialogue System

The Dialogue System now works by writing text through the Inspector and not in .txt files. This is to save on the amount of files I can use/upload in the game for future releases.

Fix Game Loop Bug in Town Hall

In Chapter One of the game, if you beat Amerigo in TTA HQ, and decide to take him in, only to then change your mind and side with him, then you must fight the Council. If you choose this more complicated route to fighting the Council Members and lose, then the game originally keeps you in this perpetual loop until you do eventually best them, which would be impossible because you don't have the ability to heal yourself after battle.

This was one of those bugs that were definitely "game breaking" that I had not noticed on my initial playthrough of the game, but I have managed to fix that issue along with any subsequent issues that resulted from it. Now once you lose to the Elders the correct cut scene plays.

Fix Cut Scene for Toxic Trails Route 4/5

In the previous version, failing to take care of the BINARY Organization resulted in you being able to move past them, skipping an important cut scene in route 4 and going into another cut scene in route 5. This would cause there to be 2 Amerigo's present, and it would also confuse the player as to what was actually happening in the story. This bug has been resolved.

Item Usage in Battle Simulator

In previous versions of the game, you were for some reason unable to use items on your allies even when you clicked on them to use. This issue has also been rectified.

Fixed Double Speech In Battle Simulator

In the previous version using a move that had multiple side effects would result in the dialogue spewing wonky text messages that were hard to read. The issue was in the game logic for the Battle Simulator and it thought in this situation it needed to print the results twice when it only needed to print it out once. I have also resolved this error as well.

Implemented Post Round Effects to Battle Simulator 

In previous versions of the game I was unable to implement effects of burn or poison, or reset the protection/turn status of all characters involved in the battle who were still able to battle. This is what I called "post round effects", because after each round, these status conditions would need to be shown/reset before the next round would start. Because these post round effects were not being implemented, the following issues took place:

  • Burn and Poison status conditions were not officially shown
  • Protect moves would protect allies and player indefinitely and not just for one round

I have figured out the issue with this and have thus resolved it as well. Now the aforementioned issues have also been resolved.

Future Updates

There are still plenty of changes that need to go into Guardians of RPG, but for this week I will be focusing on the following:

  • Updating Player Controller
  • Implementing Proper Player State Feature
  • Upgrading Interactable Object Class
  • Implementing Touch Screen Feature 
  • Upgrading NPC Companion Feature

Summary

It felt nice to get back in the groove of making the video game again. During my hiatus I was working on other projects, but during that time I also felt a little discouraged and didn't think I should keep trying to make this video game and focus on something else that might produce more immediate results in my computer science career. And while I do believe that advancing your career in tech isn't inherently wrong, I also want to finish what I started and make something that I'm proud of, and I've come a long way already. So expect more weekly DevLogs in the future, because for now I'm not going anywhere.

I want to thank everyone who's been supportive of my journey thus far, you have truly been a great help in the last few months/year(s) that have gone by. With that being said, I will see you next week.

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