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Hey a huge thankyou to all my Patrons! I seriously couldn't do any of this without you. It's been a crazy week and I'm only just getting things back on track.

I've expanded the combat system so it can now support multiple compatants on both teams. So I'm pretty happy with how it's working. It was a little trickier than I hoped, my original system made assumptions that there was only one "target". But now I can have teams of targets.

I absolutely want you to fight multiple enemies. However, I'm still working out if you will have a party fighting with you. The game is intended to have a very strong focus around your single character as an avatar. I might experiment with a few different ideas. But I did think it might be neat to have party members join you but they choose their own abilities while you can choose who you want to fight with.

So I have a very very early prototype of how I can attach visuals to this system. It's very important that it can have a strong visual component and also be automated for testing/AI purposes. I'm gong to be attaching a new "type" of component to the abilty. This component will be the visual component. The Ability will wait until any "visual" nodes have completed and then apply the effect.

The combat system rather than just choosing abilities automatically will wait until you've chosen a target, and an ability. Then wait for the AI to run a quick simulation and then it's selection of an ability. Each time waiting for the visual effect to complete.

I'm not going to over complicate things, this will be very much the FFVII style of combat I don't have the resources to make each attack have a complex animation. I really hope to have some snazzy visuals to show for the next Devlog so I'll be pushing hard over the weekend.


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