OMG one month already since the last update. Well, I spent about two weeks during these 4 weeks playing intensively the last Zelda on Nintendo Switch so my productivity wasn't top notch. Meh. It happens. :) (Game is really good btw)
Anyway, my game is still progressing. I thought a lot about two particular mechanics that I didn't intend to implement initially : Going back in a place you visited and Fleeing during combat. To understand the issue, imagine you're playing an interactive story, text only. You get it now. Going back is a feature I'm going to code. I have to be sure that objects in a room are saved correctly (so you find them again when you go back) and I need to write more so not every place you go back feel empty. About fleeing in combat, it seems really complex to make it right. I'm writing the rooms with the idea that you're alone facing stuff, and having a monster following you (that may happen, I want a coherent experience) is too much to handle. But you can "flee" some combats before, if you're not spotted and go back in a previous room to try another one, or try to go forward by being sneaky. These are viable options. But when you fight, you fight... except if it's a monster stuck in the ground like a plant/tree, well if it's not blocking the exits. Oh my.
I'm improving combat mechanics as well, simplifying some of it and adding some logic choices. The last one was to give the player the possibility of dodging or parrying in a defense situation, therefore not allowing both of them to be tested each time. Same thing for enemies of course. Not sure if I want them to choose the best option everytime or let RNG decide if they prefer to try dodging or parrying.
I'm gonna have a little RPG session on roll20 with the universe of my game this friday. It's always awesome to see how players are interacting with the universe and it's really helpful to adjust some mechanics. Fun incoming! :)