Rawrmy’s Combat System Refresh

This week was spent fleshing out Rawrmy’s combat system, and building in some of the more ‘traditional’ elements – like experience, levels, and hit points.

I’ve been struggling for the last few weeks to try and find a way to make combat ‘fun’ – while it’s a big part of a lot of browsergames, it’s a part that (I think) could use a little bit more polish in most of them. Fighting monster after monster after monster isn’t fun – it’s only a means to an end. I think that even the boring parts of the game should still be fun. With that in mind, I set out to build a combat system that would achieve two things:

  1. Be a combat system.
  2. Be fun.

After thinking and pondering, I believe that I’ve finally come up with a system that works(and you’ll probably be able to figure out how it works in the screen

A little bit more time was also spent fleshing out the different areas of the game – and they’re what I will be working on now. I am afraid that my schedule has been getting busier and busier, lately – which means I can’t devote as much time to Rawrmy as I would like to. While I am still hoping to have something releasable by the contest due date, I don’t think it will be quite as strong an entry as I would have liked.

Completed this week:

  • Combat system refresh – the combat system is now a little more fun to use, in addition to more challenging for players who have gotten to the higher experience levels.

Still to do:

  • Content needs fleshing out – while this combat switch has made Rawrmy ‘feature complete’, it hasn’t made it solid yet. There needs to be a lot of polishing done in regards to content, areas, and the way that in-game items work.