Combat Engine basic UI done, on to movement
Today I focused on tidying up the layout and UI for the combat engine. I wanted to get the UI and code neat and clean before focusing on the next stage: movement. I cleaned up the info dialogues for tiles and characters, polished HP bars to look slightly beveled, and implemented turns, which operate like FFT's CT system, and placed a blue cursor around the active character.
Now there's no excuse but to start on a movement system, which I have no idea how to implement.
I will probably break it down into stages: first, just focus on calculating and displaying where you can move to, accounting for obstacles, then just instantly teleporting where chosen, and finally, animating it and implementing an undo button (vital in these games). Once that hurdle is overcome, the fun part comes: attacking and using abilities!
OSIR (prototype/engine dev)
A (prototype) deep incremental RPG
Status | Prototype |
Author | New Retro Games |
Genre | Role Playing |
Tags | Incremental, Retro, Text based |
Languages | English |
More posts
- First engine test completeDec 23, 2020
- Moving, Attacking (and dying)Dec 21, 2020
- Turn order sortedDec 20, 2020
- Tactics battle movement - progress!Dec 20, 2020
- Resuming after a 2 year break! - Combat EngingeDec 18, 2020
- v0.1.9dMar 28, 2018
- 0.1.9c - bug and issue fixesMar 26, 2018
- v0.1.9b - Graphics, Multiple Enemies, and more!Mar 11, 2018
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