Version 6.00
Has it really been a year and a half since my last update? I'm sorry for the long absence; I've been pursuing a degree, and university has eaten up most of my time. But I'm not dead, and have returned for another update! ...that breaks code written in earlier versions, sorry. Fortunately, you should be able to update your code with a simple find/replace in your enemy database file. I've also gotten with the times and updated the packaging from .zip to .rar, which probably shaves off a few mircroseconds from the download.
- Renamed Enemies'
actions
property tologic
to reduce confusion and free up theactions
property for something else. If you update an existing game, you'll need to manually change your enemy database enemies to match this. - Enemies'
actions
property now holds an array of strings, like the database entries for Puppets'actions
property. By default this property is unused, but it may be useful if you ever want to algorithmically list an enemy's actions, such as for a bestiary entry. - You can now bypass an enemy's AI routine and force them to use a particular action by assigning a valid action name to a new Enemy property,
forcedAction
. - Added an attribute to the battle controller:
atrKnown
. This is a generic object that tracks the enemy's knowledge of the player party's elemental attributes. All are initially unknown, but are updated whenever a character is hit by an elemental attack. - Added a new logic function:
elementCheck
. This returns an array of all Puppets who resist or are weak against a given element. - Added element affinity logic to the targeting function.
- Actors now have a
tags
property. - Added more comments to
echoDamage
to make it easier to follow. - Finally disentangled the default actions/items/characters from the custom database files, so you won't need to overwrite them for new projects anymore. The data is still included in separate files so that the game can compile under the default initialization rules, but if your game doesn't use them they can be safely deleted.
Given my schedule I don't want to make any promises, but I am also working on a new experimental game. Or more accurately, I've resumed working on it after letting it stagnate for a year. Here's hoping I can finish it sooner rather than later.
Files
Get Another RPG Engine
Another RPG Engine
Engine for creating RPGs in Twine 2 and SugarCube.
Status | In development |
Author | Another RPG Enthusiast |
Genre | Role Playing, Interactive Fiction |
Tags | Game Design, Game engine, Minimalist, Singleplayer, Text based, Turn-based, Turn-Based Combat, Twine |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- Version 5.01Aug 27, 2022
- Version 5.00.1 hotfixAug 08, 2022
- Version 5.00: Inventory OverhaulAug 07, 2022
- Version 4.03Jul 16, 2022
- Experiment 03: It's About TimeJun 12, 2022
- Version 4.02.1May 26, 2022
- Version 4.02May 22, 2022
- Version 4.01Jan 31, 2022
- Version 4.00Dec 31, 2021
Comments
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Does the github repo contain the latest code? It looks like it hasn't been updated since 2022. Did you move to a different repository? https://github.com/AnotherRPGEnthusiast/Another-RPG-Engine
Oops! No, sorry, I forgot about the GitHub. I was having some trouble updating it, but I can do that shortly.
I'm interested in checking this out though I'm not able to get around to it yet but as a dev-first instead of author-first person, I use GitHub a lot so thought I'd ask. I would have checked it out either way, but thank you for updating it there so promptly!