Demon Island: Cursed Knife
the Demon Island game engine is designed to be flexible and easy to play with. i added this new item to demonstrate some weapon properties and to test syncing those properties applied to entities over the network
the cursed knife has a very fast attack rate, allowing you to go absolutely nuts on some unsuspecting slimes. like many other things, its properties are defined in JSON like this:
"cursed knife": {
"description": "This knife seems cursed!",
"tags": ["weapon"],
"max stack": 1,
"properties": {
"equippable": {
"slots": ["hands"],
"effects": {
"atkDamage":
{ "value": 2, "stack": "replace" },
"atkLength":
{ "value": 1.00, "stack": "replace" },
"atkCooldown":
{ "value": 0.075, "stack": "replace" },
"atkDuration":
{ "value": 0.075, "stack": "replace" },
"knockback":
{ "value": 0.25, "stack": "replace" }
}
}
}
}
the really fun part is properties
, which are essentially behaviors. the cursed knife has just one, the equippable
property. slots
tells us which types of slots the item can be equipped in, for this item its held
, which means we can put it in our hotbar and equip it that way. other possible values are head
, chest
, hands
, etc.
effects
contains all the properties of the entity we want to modify, by how much, and in what way. this is a very flexible way to define item effects, because we can modify any entity property in whichever way we want. so, as we are making a weapon, we just set the attack properties of the entity that has equipped this item. most are obvious, but a couple are interesting enough to explain. atkLength
defines the length of the hitbox that gets generated when attacking:
the size we are using is quite small, because its a knife. there’s also atkDuration
, which is the actual amount of time the attack hitbox sticks around, damaging monsters it intersects with.
there’s not a whole lot of properties to modify right now, but i plan on adding a lot more, including things such as armor/clothing sprite layers, movement properties, defense, attack combo/charge properties, etc. all of which will be modifiable through item equips, and eventually, status effects as well.
stay tuned for more!
Demon Island
Multiplayer Open-World Procedurally Generated Adventure
Status | In development |
Author | Benjamin Mastripolito |
Genre | Adventure, Action, Role Playing |
Tags | 2D, Action RPG, Crafting, Multiplayer, Open World, Procedural Generation, Top-Down |
More posts
- Refactor and new combatJul 12, 2022
- Running in CirclesJan 22, 2022
- Tiles are coolJan 09, 2022
- stop hitting yourselfSep 16, 2021
- Fast Grid-Based Collision DetectionJul 25, 2021
- Art Style UpdateJun 14, 2021
- Delicious BeveragesJun 08, 2021
- March 2021: looks nice, broke everythingApr 05, 2021
- Damage EffectsFeb 22, 2021
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