Nothing special today, but this is still important to work on. Now, after the player commits a move, the move phase ends and goes to the next phase, and the player can skip any of their phases with the end phase command.
To explain how the phases work, during the move phase, the player gets to move all their units at once, like literally all at once, all of the player units follow Lizzi around! Then it’s the unit command phases, where the player can command the units one by one during each of their phases to attack or take cover. And after all of that, the enemy units get to go!
I still have to work on the unit command phases and add enemy units, so those are probably next!
I’m still working on visualizing the player path from the last post.
Also I started working on the command bar, a row of icons on the bottom of the screen for the player to issue commands with, like move or fight.
I continued working on the in-combat player movement system.
Direct control was confusing and awkward for planning the movement so I totally changed it. Before, the characters would move as you plotted the path. Now, the characters wait to move until the player confirms the path.
Still need to work on visualizing the path selection. Next time!
Today, I worked on the in-combat player movement system some more. When the player moves, a path is recorded, and the player can undo the steps by moving back. Still thinking about how to present the information, but that’ll come later.
Today, I started coding the player movement system for combat. I got tired, so I’ll have to continue working on this later.
I added a sprite animation system and animated Lizzi! She has a simple idle and walk animation. With it I can play an animation or queue one up to play when the last one is done.
Today, I cleaned up the code for the rotating flora and spent some time to think about combat. I’m hoping to work on combat soon!