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.
A lot of the work the past few days have been focused on combat flow and UI.
First, the command bar is mostly hidden now and soon it’ll be completely replaced with something easier to use.
Second, the grid has been reworked. Now there’s grid tiles covering the entire combat arena, and I added colors to the grid tiles so players can see what’s highlighted.