Since the last post I’ve been working on being able to attack an enemy unit with a player unit!
I added rudimentary support for cutscenes in combat and set up the fight command to play a cutscene. Now when the player selects an enemy unit to fight, the gameplay pauses and the cutscene system plays a (work-in-progress) visual effect showing the unit was hurt, then the player unit’s turn is ended. Hopefully the battle cutscenes will be more interesting to look at in the future.
Moving the cursor and player are now relative to the camera direction.
Also, the camera follows the cursor in battle!
Instead of selecting a command before taking an action, the player can now draw a path or move the cursor first, then open the command list to take a context-sensitive action. For example, if the player opens the command list without drawing a path in the move phase, the option to skip the move phase appears, otherwise it’s the command to move that appears.
The command list is also vertical now instead of horizontal and there’s text along with the icons to make the actions more obvious for the player.
A lot of the work the past few days have been focused on combat flow and UI.
First, the command bar is mostly hidden now and soon it’ll be completely replaced with something easier to use.
Second, the grid has been reworked. Now there’s grid tiles covering the entire combat arena, and I added colors to the grid tiles so players can see what’s highlighted.
I added something I call “battle definitions,” which lets me define what battles look like in a Unity asset. Currently it’s limited to setting the units’ spawn points, but now it means when the battle starts, the enemy and player units spawn where they’re supposed to!
I worked on the cutscene system some more. Now, when an NPC sees the player, they walk up to the player, say their dialog, and start the battle.