Thursday, August 8, 2013

Slowly, but surely.

Progress!

I'm starting to get a bit nervous about potentially needing art asserts in the future. I feel comfortable handling all the coding/logic/scripting/etc, but when it comes to creating art assets? pfffft. newp.

Over the past few days I've been able to implement the following:

  • Mouse wheel lets you zoom in and out! yay.
  • Ability to switch camera modes. 
    • push the "End" key to toggle between modes. 
      • Mode1 (default): Fixed camera, chases you around. 
        • This mode is intended for use with click to move (default)
      • Mode 2 : full camera control by holding right-click and dragging
        • This mode is intended for use with WASD movement (Not implemented yet)
  • Added a player health bar
    • Very ugly placeholder. -- but works
  • Added an "Action bar"
    • Ability icons (temp, thank you http://opengameart.org)
    • Ability tooltips
      • tooltips are dynamic, they update automatically based on damage/target/range numbers.
    • Clickable ability usage
    • Eventually abilities will be able to be dragged from slot to slot. 
      • Vital to the ability advancement system in the future. 
  • Enemies will auto-acquire targets when they are damaged. 
  • Added enemy spawning. 
  • Made 2 variations of the fireball
    • Variant 1 homes in on target
    • Variant 2 is a "dumb fire" spell and moves in a straight line no matter what.
  • Created an enemy ability control system that defines what abilities enemies use and when. 
    • Allows for customization of spell order, preference, decision making, etc. 
  • Made a flag for abilities to "require viable target"
    • This prevents you from using the fireball spell without a potential target. Before you could cast it, nothing would come out, and you'd still suffer the cooldown. Now, it requires a viable target or won't cast/animate at all. 
As usual, you can check it out below the break.

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