I play a lot of FF14, and I stream on Twitch. Also sometimes I work on making video games. Catch me at twitch.tv/jtsenneker
Some basic enemy logic implemented. It's not much but its a start. Ignore the terrible framerate on the shockwave animation.
Some basic enemy logic implemented. It's not much but its a start. Ignore the terrible framerate on the shockwave animation.
This took me longer than I expected, but I added functionality for cards that spawn objects/projectiles. This will be used for things like sword attacks, flamethrowers, spawning cubes, etc...
This took me longer than I expected, but I added functionality for cards that spawn objects/projectiles. This will be used for things like sword attacks, flamethrowers, spawning cubes, etc...
It's another small update today, but I reworked the code on some of the cards to allow for multi-hitting attacks like Vulcan
It's another small update today, but I reworked the code on some of the cards to allow for multi-hitting attacks like Vulcan
So while the battles take place on a grid like Battle Network, the card system will take more from Kingdom Hearts: Chain of Memories. The Gambit system will let you store up to three cards. The first card gains bonuses based on what elements the other two have.
So while the battles take place on a grid like Battle Network, the card system will take more from Kingdom Hearts: Chain of Memories. The Gambit system will let you store up to three cards. The first card gains bonuses based on what elements the other two have.
The scriptable objects helped a lot and will be super useful going forward. Might not have any animation or real feedback yet, but the card system is functional, and Gambit system will be next.
The scriptable objects helped a lot and will be super useful going forward. Might not have any animation or real feedback yet, but the card system is functional, and Gambit system will be next.
Not a lot of time spent working on anything visual, but establishing the baseline of the card system using scriptable objects. I remember one thing that was tripping me up before is implementing the various attacks via the battle cards. Hopefully these scriptable objects will help.
Not a lot of time spent working on anything visual, but establishing the baseline of the card system using scriptable objects. I remember one thing that was tripping me up before is implementing the various attacks via the battle cards. Hopefully these scriptable objects will help.
Day 1:
I'm starting with the battle system, which is grid based like MMBN. Grid setup and and player movement are done.
Day 1:
I'm starting with the battle system, which is grid based like MMBN. Grid setup and and player movement are done.