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.
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