|1||So far the technical components for the basic battle system are almost complete!
Currently, there are some bugs that are causing allies to sometimes target themselves, which is really hilarious as it causes them to try to continuously punch themselves in the face!
Besides the targeting problems, the rest of the game is looking pretty good. One issue I’m having is working with Directional Abilities, as in Abilities that can only be fired in a single direction.
These abilities don’t require targeting, but getting an A.I. character to know when to use a Directional Ability has been a bit challenging.
I’m trying to utilize a way for the characters to know when they are facing Right or Left and then use the selected ability when an enemy is in detected range.
However, the issue is that valid targets are determined using a circle radius. But this directly conflicts with waiting until an enemy is in a LOS before using an ability because, there are many other options for abilities the character could use instead.
So… yeah… haha!
|2||Besides the couple of issues, things are progressing pretty well!
One thing I wanted to do was look at changing the orientation of battle.
Right now battles take place in a separate game environment called the “Battlefield” after the player collides with an enemy.
But I want to experiment with having battles take place within the map.
I’m thinking that it might make the game feel more cohesive if I do that instead.
Another reason why I’m thinking of doing it, is because I was thinking that it would be a nice way to show a bit of tribute towards Secret of Mana, where this game draws some inspiration from.
Solidifying the Core Game Loop
|1||I’ve been thinking very hard about how the main game loop will be designed.
So far, I’ve been considering a system which involves the following features:
|That’s all I’ve got for now. As this information above all came to be after weeks of thoughtful planning and research.
I’ll come to further solidify the game’s concept overtime. But soon I’ll be releasing the game’s tech demo so I can determine if my ideas have been headed in the right direction!