I added enemy units to the combat arena so I can start working on more of the combat. Right now they’re very work-in-progress. I updated the in-combat player movement to prevent the player from moving to tiles with enemies on them.
Also, turns out pixel art doesn’t always look great when it’s oddly scaled. So now when the camera zooms out during combat, the character sprites will have bilinear filtering on (that means they’ll get blurred a bit).
The actual texture is scaled 200% to preserve some of the pixel art feel. It’s never really going to be pixel perfect but I hope this will look good enough to players!
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 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!