MicroRaptor Games reposted this
As we've stepped into prototyping potion combat with Cauldron Chronicles, I've done a quick rework of our inventory, added a hotbar, and made it so that you actually throw the potions from your inventory (no more infinite yellow balls, I'm afraid). The result is what you see below -- previously you had to go through some ugly interface to 'give' the dead tree a potion, now you can simply throw it. I've also gone through and overhauled ALL ingredient effects and flavours, changing our flavour system in the process from 3 basic flavours to 7 total, giving us a greater canvas to work with. Both the newer work with combat, and the changes to ingredients, greatly enrich our game's sandbox potential! Perhaps we have ingredients that can only be harvested by throwing a potion with the Concussive Blast effect, knocking the ingredient loose. Or maybe you'll want to make some potions with the Cure Poison effect for harvesting a deadly ingredient in a toxic swamp. And with flavours, the storytelling possibilities are as vast as our creativity can conjure up! Perhaps a farmer's daughter is sick with some disease, and can't keep down anything too bitter or sour. Make her a potion with Cure Disease, and do your best to minimize usage of bitter or sour ingredients. Maybe there's an assassin who's looking to put a bit of 'something' in some noble's spiced wine -- a strong poison that's sweet would be easily overlooked while, say, a strong salty taste might get the assassin caught. However, our game is an RPG at its heart! Want to sabotage the assassin and give him a potion with Restore Health on it instead? Go for it, and see how his story, and perhaps the story of others, changes in the process! Not a big fan of farmers' daughters? Weird, but we'll accommodate! Slip her a potion with the Immolate effect on it, tell the farmer it'll cure the disease, and watch as chaos unfolds...you monster. 🔥 👨🌾 🔥 💀 🔥