Saturday, July 26, 2014

Toilets, Meat, and Drugs Update

I've been working pretty hard on the final version of Toilets, Meat and Drugs the past week.

Changes made so far:
-Doubled the number of player and non-player monsters
-Added special powers to adult and epic leveled monster! Create shockwaves, vanish in a flash, calm angry monsters, and even cut the game's frame rate in half!
-Fixed projectile spawning and collision bugs. Combat's now pretty hard, and for weaker monsters, downright undesirable. Which is good!
-Fixed the health system so that it would be more responsive to monster care, etc.
-Plants now grow when you are far away from them! Woo!
-You can now check out monster stats in the pause screen!
-Monsters now have names.
-Hostile monsters no longer chase you from halfway across the planet.
-Monster growth is no longer determined by health, but instead by care mistakes and the players' charm-to-kill ratio.

What this means:
The game's mechanics aren't totally broken anymore! Also, the player is now encouraged and more able to play the game peacefully, due to the heightened difficulty of combat, increased player evasion capabilities, addition of more pacifistic monsters, and addition of non-violent special powers. Toilets, Meat, and Drugs was not originally intended to be a combat-heavy RPG, but a multifaceted world in which violence is a relatively small part. By traditional RPG standards, anyway.

Oh, and because of the aforementioned change I made to the gardening system, player gardens now grow out of freakin' control. Currently working on restoring balance, eheheheh.

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