Dragon Creek Update 12/19/20 (Demo Soon!)


This week the battle system was completed! Huzzah! It was the last system of Dragon Creek, so all that is left is getting sounds in, and applying some final polish. I would like to get tutorials for all the systems implemented, but I would like to get the demo out first for testing purposes. I'll probably have tutorials done in January before the Early Access release on steam, and the demo out before end of the year. Watch the discord to get the demo early!


Enemy dragon's have ai that checks where they are, what moves they can use, and whether they need to move to cast it or not. They also make sure they have enough stamina, and that the player isn't hidden. There were some interesting bugs where the enemy would make impossible moves, but I've fixed all the cases I found.

All saddles now have their uses coded in. Comfortable saddles reduce happiness decay. Training saddle increases stat gain from training. Nightshade saddle applies poison when attacking with a strength move. 

Screenshake is added, and whenever a move is cast, first you will see "Name used Move!" then the move will animate. Screenshake is base damage dependent, so more powerful moves create a much more violent screenshake. 

All statuses are now functional. Burn does damage when it is applied, never goes away, but its damage depends on enemy resistances. Poison does a base 5% max hp every turn, and it decays 1 point per turn, but it ignores resistances. Freeze will deal 100% max hp when it reaches 10 stacks. It also doubles the damage of all strength moves on the target.

There are a few more statuses, but you can explore them on your own!


Winning/Losing works now, and it rewards the proper amount of gold and fame, as well as ranking up when winning tournaments. These winnings can be increased by wearing saddles as well!


Finally, battles take 8 hours, but it was tricky to implement this. I wanted the player to be able to check the calendar without losing time. Only when the battle is entered do the 8 hours pass. Even if the player quits mid match, it still moves time forward 8 hours.  I figured it out in the end though. 

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