November RPG Day 19: Kill the Slime!
Hooray! You can kill things. Well, reducing enemies to zero HP doesn’t actually do anything yet, but hey, it’s getting there.
Hooray! You can kill things. Well, reducing enemies to zero HP doesn’t actually do anything yet, but hey, it’s getting there.
Now the battle engine is actually creating enemies. Lordy, I am behind on these updates but at least I am coding.
Hooray! I can select things. I forgot to put this up yesterday, so I’m going to cut down on the writing. Just want to say that there is progress being made.
The battle engine is looping, enemies can perform a basic attack when their timer fills up, and the characters have their menu appear. I have not really run into any coding issues lately, mostly just kind of too tired to actually code at night. Not great, as the progress is dipping, but progress is being
Now we are getting somewhere! The basic idea I have is kind of Chrono Trigger/Dragon Quest mix of being able to select commands from whoever is ready to act, while also keeping range complications out of it – for now at least. Rows might come into play, but let’s get a basic batle engine going
Ugh. I usually type my posts in another text editor and paste them in here, but I was in a hurry, then there was a refresh issue before I saved the draft. Don’t feel like typing it all up again. Lesson (re)learned. Anyway, player stats are being displayed. The stats need to be tweaked, I’m
Nothing really to show for today. Lots of coding out stat stuff for the player characters in this game. And this worries me. Is this going to be good? Is this balanced? I suppose that kind of stuff bothers me but there is really no point in thinking about it at this point. I’m making
Created the battle layout. How big the enemies are going to be is up in the air, but I loves me some chunky pixels. Hoping to spend some time getting the backbone of the system up and running next.
Ran into an interesting bug/feature where doing a ToString() call from the JSON library I was using put quotes around the text. That caused some issues and was not an obvious fix at first. But hey, the inventory is actually working now. Well, not entirely becuase as you can see the "Stats" menu is ""selected"",
Okay, so I am not exacrtly displaying the items yet, but the layout is ready and the inventory system is in place. I did not have the time to plug them into one another yesterday, but otherwise things are looking fairly good on that front. The more research I do into Good Unity Standards™, the