7DRL 2014 – Days 3 and 4: In which trinkets are created

So, I’m about halfway through the week, but days 2-4 were all mostly occupied by other things, so the real productivity is just beginning. I’ve reworked the combat system to use the same generalized targeting/effect model as the spells. I’ve also changed trinket abilities to work on that model, divided trinkets into six types (hats, orbs, wands, cloaks, weapons, and shoes), which can be equipped and used for various nefarious purposes. I’ve started work on the procedural generation of trinkets, but there’s still a lot to do on that front, which will occupy the next day and a half, leaving me with a day and a half for enemies, plot, game balance, and a dungeon generator that isn’t stolen from the libtcod tutorial. That’s plenty of time, right?

Screen Shot 2014-03-12 at 11.36.07 PM
Weapons can now replace your bump attack with one or two spell casts. This one replaces your attack with two fire bolts, but they can also sunder defenses or daze and freeze enemies, among other things.
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Death Star? Death Star! DEATH STAR!
This is what happens when you procedurally generate names by picking two words from a list and concatenating them…

 

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