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License: MIT License
Java LibGDX Android 2D RPG Game
License: MIT License
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Potions that restore 30% of hp or something
Also scale potion hp by level?
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Lightning when night is toggled off turns it back on.
Remove shadows during the night except when in light
Need to have a cost to them rather than just luck.
Sometimes items bought from the shop have 0 enchant costs. Not a huge issue because if the player has enough gold to buy the item, they probably have enough to enchant it as well.
Set animation to a single frame.
The player shakes a bit when moving with delta time movement because of float screen position rounding to integer tile position
Don't render light outside the player's view to increase performance.
swapping an equipped item and an item of the same type from inventory then moving the equipped item on top of that item causes 2 items in the same slot. can be resolved by moving the item on top to a different slot
Set "?" tile to scale off of map level.
I've downloaded for pc run it and in the game doesn't happen when I click the keys awsd or any and also using the mouse nothing happens
Damage is underwhelming/doesn't correspond to move names.
Enemies should heal once when below a percentage of hp if it can
Bosses should be smarter and heal if the player uses moves like Reflect
Give each item some level so that only monsters of that level or higher can drop it
They cost nothing to enchant because there is no hidden level of items yet to scale base enchanting costs off of. Currently enchanting costs are based on enemy/map level.
Shield bar and status icon still appears in a new battle if untouched in the previous battle.
To reproduce: Defeat an enemy after using shield and start a new battle.
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The player unlocks different special moves as they level up. They can have an inventory of special moves where they can choose 3 or 4 as a set to bring into battle.
Enchant scrolls of various rankings that increase the chance of enchanting success from default 50% to +10%, +20%..., +40%.
To use them, the user would drag the scroll onto the item they want to enchant and the next enchant they attempt will have increased probability to succeed.
Load data like dialog rather than hardcode it in
Am I allowed to edit the version I downloaded on my device. If so how do I edit the files or value that you would recommend.
Sorry I don't know how to just comment
When all assets have been finished, merge the ui skin and dialog skin into the main TextureAtlas for less texture bindings.
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Track player statistics for battle and other stuff
For example, the prompt should say "Are you sure you want to enchant [item name]?" or "Are you sure you want to sell [item name]?"
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New special move called Reflect that reflects the enemy's next attack. If it's a heal then it heals the enemy for twice as much.
When rain falls on lava it should produce a steam effect
Stun - enemy has a chance of skipping its turn
Invert - heal moves do damage and damage moves heal
Shield - shields the player for one turn for a certain amount of damage
Also, make special moves available every 3 turns
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