Keywords - Faith in Despair Devlog #8


If you have a card with "Incinerate", then you probably want to know what that does, so it needs a description. Having descriptions for keywords is very important when the game has hundreds of different abilities.

So, I added these to the game. This meant that I had to write down the keywords for each lacrima that's already in the game, and then fetch the description from the localization spreadsheet.

Currently the keyword description gets displayed when hovering over a card. Still not sure if it's too much info for a simple hover, but on the other hand I don't want the info hidden behind an additional click or some other obscure action. When playing a round it felt okay, so I may leave it like that for now.

New Bosses

I added five new bosses and the new lacrima that they needed. This is a much needed update for the game because bosses can now be quite devious. :D

New lacrima include:

  • ThunderStrike - inflicts Stun and does 15% additional damaged when Drenched
  • WaterCannon - inflicts Drenched, removes Burn
  • Incinerate - inflicts Burn, spreads to adjacent creatures, removes Drenched
  • Summon Lesser Demon - adds another creature to the board and it has FirstStrike.

And so on and so forth.

Working Lacrima Rarity

Lacrima rarity is now fully implemented (not just in a json file somewhere). While playing, it felt... fine? I didn't notice that much of a difference just yet, but that'll probably become more apparent when I add more rare lacrima later on. It may just be that it actually Just Works™.

Blessings in JSON

Just like bosses, lacrima rarity and relations - blessings are now also stored as JSON. This is so much easier to handle than scriptable objects, especially because you can't trust the order of enums. This also allowed me to make it so that you can only get unique blessings (until you've gotten all blessings at least once, then the blessings pool gets shuffled and you can get duplicates).

Can't wait to add many more blessings now.

Miscellaneous

Other than that - as usual I fixed more bugs, and Auri played the latest version for about two hours. We actually forgot that so much time had passed, which - again - is probably a good sign. We discovered around 10 new things that I need to fix/change, but nothing too difficult or time consuming. Auri also won a round, which I hadn't been able to do in the latest version.

With the latest changes I feel like I took a huge step towards getting a demo out. Slowly but surely I can transition to adding sounds and music, which I'm very excited about.

🧙‍♂️ To be continued...