Handling Movements
In the previous engine, only the player was moving. This prevented NPC from moving and made adding enemies difficult. Now, I’ll build the entities in a way that allow movement right from the start. Since this is a tiled base and idle game, I think it will look good if the game is turned based. Some sort of fake turned base where the turns change automatically. This mean, all characters on screen will move to a new tile at the same time. This will allow the engine to keep movement on 4 angles only, no diagonal movements. It will also make collision much simpler since it will be a per-tile collision and not per pixel. This mean, the player range of attack will be on surrounding tiles instead of a specific radius. Also, in between turns, nothing will be taking half a tile; everything will be right in the middle of a tile.
Hopefully this will look good.
Secret of the Basilisk (prototype)
IDLE, incremental game with a bit of a story.
Status | On hold |
Author | Fluffy Lotus |
Genre | Adventure |
Tags | 2D, Idle, Unity |
Languages | English |
Accessibility | One button |
More posts
- How I'll start developing my new gameJan 04, 2020
- Building up the storyNov 25, 2018
- New quest UINov 08, 2018
- UI TweakingNov 07, 2018
- First version of the new gameOct 27, 2018
- Player stats; 1.3 or 13?Oct 18, 2018
- Battle SimulatorOct 15, 2018
- Starting to implement the story!Oct 09, 2018
- Figuring out what to do with experienceOct 07, 2018
- Working on the UISep 28, 2018
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