Friday, July 8, 2016

Combat system prototype

I have been spending much more time in writing than programming lately, trying to break my own personal record (in the previous two months I reached 10 pages), but in the few minutes I dedicated to the project, I managed to achieve some results. The combat system prototype is almost ready for testing.

I decided to change from my first approach, based on auto-attack target, to a more active one: now the player must click to issue an attack or ability instead of being a passive watcher, with some interventions to queue abilities. Of course, this could be subject to changes after the first test phase.

Why can't I go faster? The combat system is also revealing limitations in the item and abilities systems, Im stepping in uncharted territory here, implementing stuff without a previous base. There are not many detailed tutorials around describing how to do this.

And the good news: soon the official 3d art will start coming! I hope I can show some screenshot.

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