So far, just the basics, and placeholder recipes (none of the recipes shown reflect the final product). I need to expand the coding to allow more flexible, "shapeless" recipes.
More enemies! These three are specifically recycled from some of my Fakemon.
First off, we have the Rolldbug. A diligent fellow who rolls around large balls of excrements and mud while walking backwards. These balls pick up a lot of extra crap, and can drop some surprising things if you have the nerve to break them open.
Secondly, there’s the Zlugg, who’s not nearly as dangerous itself as the trail of potent Electrooze that it leaves behind in its sluggish wake. Not only is electrooze coursing with serious amounts of electricity, but it may also be rather poisonous.
And lastly, but most dangerously, is the outlandish Reefwark. Using the coralized husks of another creature’s remains as cover, these urchin-like sea snakes watch for unwary prey and strike with intense speed and ferocity.
Designs are subject to change, particularly after the spritesheets have been made, as I’ve realized.
Lava! And On Fire status effect!
And also death.
I don’t have anything other than On Fire working, but the basic status effect handlers are running smoothly. I’ll go over all of the status effects at a later date.
Also "Bad Poison" is something I need to work on. There might be status modifiers making certain effects more potent, which would render the need for "Bad Poison".
Axes and Trees!
Currently adding more support for other tool types. Here’s showing off the axe and how chopping trees down works. You can’t cut down every tree, just the skinnier ones. Different tree types drop different things, but I’m contemplating on different timber types. Also, TREES ARE REALLY HARD TO DO IN PIXEL ART. They look sorta decent now, but I still need to figure out a style.
Added support for cudgels (maces/hammers/clubs/etc.). They’re a terrible aerial weapon, but they have good splash damage when on the ground. They also have low critical chance, but high critical power.
As usual, anything and everything is subject to change, some things aren't finished, etc. etc. But feel free to suggest/comment/critique anyway.