I worked on a few things since the last update!
On the UI side, I worked on icons that display above the units: an icon that indicates which player unit’s turn it is, and an attack icon that shows what units can be attacked. I also hid grid tiles that weren’t in range during the player’s move phase to remove some of the clutter.
For combat, the player can no longer attack enemies that aren’t in range. I also added camera rotation to the cutscene system, so when the player attacks an enemy unit, the camera will rotate a small amount to make it a little more cinematic!
I added hit points to the player and enemy units and a health bar! The health bar shows up near the bottom of the screen when the cursor is over a unit, and displays that unit’s hit points of course.
Since the last post, I added a cursor that’s visible during combat! The cursor bounces when it gets moved to a new tile and even hovers over a unit’s head when the tile is occupied.
Also when moving the cursor, the camera no longer jumps around and instead moves way smoother!
I worked on cutscenes in combat some more! Now units face the appropriate direction when attacking or being attacked. The camera also zooms in and the enemy plays a simple hurt sprite animation and gets knocked back during the fight cutscene.
Since the last post I’ve been working on being able to attack an enemy unit with a player unit!
I added rudimentary support for cutscenes in combat and set up the fight command to play a cutscene. Now when the player selects an enemy unit to fight, the gameplay pauses and the cutscene system plays a (work-in-progress) visual effect showing the unit was hurt, then the player unit’s turn is ended. Hopefully the battle cutscenes will be more interesting to look at in the future.
Moving the cursor and player are now relative to the camera direction.
Also, the camera follows the cursor in battle!
Instead of selecting a command before taking an action, the player can now draw a path or move the cursor first, then open the command list to take a context-sensitive action. For example, if the player opens the command list without drawing a path in the move phase, the option to skip the move phase appears, otherwise it’s the command to move that appears.
The command list is also vertical now instead of horizontal and there’s text along with the icons to make the actions more obvious for the player.