Posted December 20, 2020 by New Retro Games
Turn order is functioning correctly, based roughly on the FFT CT system!
Everyone gets a turn at having their SPD added to their CT, with the first to hit 100 getting a turn. Once they finish their move, their CT resets to 0 and the "clock" resumes, the process continuing on from the next person. I like the CT system as it opens up time-based abilities like haste, slow, delay, and things like reaction abilities that add to your CT each time you are hit.
Next, I need to decide on how to organise it into rounds- E.g. a round = once everyone has had a turn, or a round = X "ticks" of the clock regardless of whether everyone has moved yet, etc. and how this will work with buffs, debuffs, environmental effects, etc.
As with the pathfinding/movement, I will write up a more detailed discussion of the design choices and code behind movement and rounds - once I've tested it and cleaned up the code a bit.