Development Log #008
Development Log #8 (Archived)
June 12th 2013
The early part of combat is underway. Selecting to attack a unit display a preview of both the damage that could be done and the % chance of it actually hitting the target. Upon attacking, if unarmed (which all units are right now even though weapons are about 90% done) the aggressor unit will perform a “punching” animation while the defending unit performs an “i just got hit” animation. The resulting damage is then displayed as floating numbers that rise for a few seconds and disappear.
This method will be the skeleton that all forms of attacks, skills, and abilities will take. The differences will be the number of defenders, if it targets the attacker (i.e. self healing), and the like.
The screenshot also shows the results of the new naming generator, which currently uses a mix of 800+ names for both genders and another 400 for monster types.
One of the main concerns I have so far is with the GUI. It’s becoming much too cluttered and in a way overshadows the information it’s meant to display. I want to rework it for a more minimalist design but for now I’d rather get things working.