Rawrmy’s Combat System

This week was spent refining Rawrmy’s combat system.

Initially, the combat system for Rawrmy was built as a bit of an after-thought; while it’s a part of the game, it’s definitely not the primary focus of the game. With that being said, the combat system was fairly simple:

Rawrmy’s Combat System in action

As you can see, there was nothing game-changing to the combat system at all – except for the items that the player could find. No stats to affect the outcome of the fight, and no experience or levels to speak of. That’s going to change, now – your character will gain experience through combat, and their level will affect which items they can use(and equipment they can equip).

I also took another look at the crafting/escort system this week, and managed to figure out a solution to the problem – it turns out that the problem was much easier to solve than I expected. The code looks something like this:

craftables = Craftable.objects.filter(ingredients__in=form.cleaned_data['ingredients']).distinct()
	craftables = filter(lambda m: len(m.ingredients.all()) == len(form.cleaned_data['ingredients']),craftables)

This small change works beautifully, along with allowing me to build my crafting system the way that I originally planned to – instead of having to make compromises.

Completed this week:

  • Got the crafting system working the way I want it to.
  • Started reworking the combat system.

    Still to do:

  • Content needs a lot more fleshing out.
  • Combat needs to be more fun. How?
  • Design needs a lot more fleshing out.