Big Game Mechanics out of the Way!


Hello, everyone!  I just wanted to give a quick update on IRONCLAD, because I just recently finished up (what I think is) some really cool coding.  

I first had a vision for a fighting mechanic where every time you got hit, attacks would come faster.   There's a time to parry an attack, and a time to hit the opponent.  I haven't yet integrated it into my game outright (it currently lives in a separate playtesting game), but with any luck it'll be no sweat adding it in.  

The second is that I wanted to have a journal that would serve as a sort of in-universe menu that would be able to hold everything you'd need, but most importantly I wanted the skyrim-like quest system, because I grew up on that game and still feel as though the quest tracker is pretty creative.


Today I finally got them all mostly done.  That is to say, there are definitely going to be small things I need to fine-tune, but overall it looks good, and anything I would need to add I should now be able to do, which means I can really focus in on the story and art.  

Thanks for coming to my Ted Talk, see y'all next time!

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