November RPG Day 21: Oh Fuck, Oh Shit, Oh Damn



Okay, so I’m trying to layer the battle system on top of the exploration system. You know, give it a bit of that Dragon Quest feeling. Here’s the problem I am having, though. Starting and stopping the battle.

See, my thought was just loop through the enemies and see if any of them are alive. If not, battle continues. But here’s the problem. When I turn on the BattleEngine object, it starts updating in Unity, and it will check that the enemies are "dead" becuase they haven’t finished instantiating yet. But since I started, it’s not like the array is empty. It’s a weird case. Glad that it is happening now, though. I would hate to be trying to debug this a few months from now.

Gonna have to bang my head against this for a while. There has to be something easy that I am missing.