Mar 11, 2026
Making a turn-based action-puzzle game, it's temporarily called Enchanted. I'm still figuring out what's interesting about it, I tend to just work on stuff until I think of something, but the template is that it's inspired by 2D Zeldas and the mechanics and the kind of exploration you do in roguelikes, minus the actual procgen levels. It's also made with Beagle, my C++ game framework. Here's a video, I'm still adding tiles so don't mind the visuals.
In it you take a step and the enemies take their step almost immediately, there's animations going on for the actions and the states (position, health) resolve at the end of these animations. There's delays from waiting for animations so I allow the player to move anyway during the enemies' animations, with some checks for where the enemies would be (and same for the other side). Anyway I spent a few days rewriting this loop so I wouldn't be constantly breaking state and it's been so much nicer to work with. Don't separate turn-based logic into bunch of systems and code files, it sucks to manage.
Rewrote a few other things too like my level loader to add and parse different kinds of gameplay data. It's easier to add enemies to spawn, set what an enemy should drop (a moving barrel could drop a slime enemy when destroyed) and set what opens doors, which act like Zelda dungeon doors that can open from switches or clearing enemies.
Also I started on some code for UI layouting since Beagle doesn't have anything for this yet! I don't need much at the moment, but I can stack UI sprite elements together, group into rows and have pixel-perfect snapping and scaling.