Garb & Corncob October 2018 Devlog

The spooky month of October has come and gone. Unfortunately, development on Garb & Corncob slowed down this month, as I needed to focus on polishing up Package Handler VRI still managed to complete a few tasks, though, so let’s take a look at them!

Continuing with my focus on the game’s battle system, I started out the month by implementing win and lose screens. Previously, the game would simply cut to the overworld upon a win or to the main menu upon a loss. But with win and lose screens, these scene transitions appear much less jarring. The win screen currently just displays some win text, but in the future it will likely be updated to include a list of spoils from each battle. The lose screen, on the other hand, allows players to either restart the battle or return to the main menu and load previous save data. This screen also shows dead Corncob. Please do not allow Corncob to die.

Next, I implemented the AP & SP system. Previous screenshots included the UI elements for this point system, but functionality had not been programmed in until now. Players earn 1 AP and 1 SP for each successful standard attack. AP, or Attack Points, can then be used to execute stronger versions of standard attacks. SP, on the other hand, will be used for a mechanic that I intend to reveal much later down the line, as it will not become available until the second half of the game’s first area (and also because I like teasing).

That’s it as far as progress on the game itself goes, but I also began livestreaming work on concept art this month! Check out these 2 pieces of environmental concept art!

Yeah, they’re pretty scrappy, but concept art doesn’t have to be perfect!

Thanks for reading! I intend to continue work on the game’s battle system for the upcoming month, but I feel confident in saying that the basic mechanics are nearly complete. Be sure to tune in next month to see what progress I make!

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