Yes, that's the stage I'm at now.
However, I do have a functioning level generator going, as well as most of the art assets I'm going to need for the game, so I think I'm in a really good position to move forward.
I can't decide whether to make the movement arrows affected by light. It looks better I think when they fade out on dark levels, I don't want too many bright UI elements in the game, I'm going for that 90's dull and dark look.
There are different arrow icons depending on whether the movement would require walking or running by the player. If you run you can't do any other actions such as drinking a potion, but you can do combat.
I've also made some stand in icons for pick up, fight, read and other actions, until I can get someone to do some 2d design work for the game.
Here's a video of today's progress:
If you are interested in technical details, I can say that the mouse position is detected on the floor, and then a route is calculated to that square it if is walkable and the previous frame didn't also just do that same calculation. Arrows are placed along the route, and then when the route changes a script sweeps through and culls any objects which have the property shared by all navigation icons.
However, I do have a functioning level generator going, as well as most of the art assets I'm going to need for the game, so I think I'm in a really good position to move forward.
I can't decide whether to make the movement arrows affected by light. It looks better I think when they fade out on dark levels, I don't want too many bright UI elements in the game, I'm going for that 90's dull and dark look.
There are different arrow icons depending on whether the movement would require walking or running by the player. If you run you can't do any other actions such as drinking a potion, but you can do combat.
I've also made some stand in icons for pick up, fight, read and other actions, until I can get someone to do some 2d design work for the game.
Here's a video of today's progress:
If you are interested in technical details, I can say that the mouse position is detected on the floor, and then a route is calculated to that square it if is walkable and the previous frame didn't also just do that same calculation. Arrows are placed along the route, and then when the route changes a script sweeps through and culls any objects which have the property shared by all navigation icons.
If you have a valid route and you click the left mouse button the controller changes states and moves the player along the route deleting squares from the route as it goes (this would be the point that foot prints could be added as each square is traversed and deleted from the route). When the route is empty it changes states back to the route picker script.
When more player characters are added you'll be able do select them and do the same. As you move, your max movement points will be used up, then you have to skip to the next round to get them refilled.
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