Posted August 17, 2024 by Chadius
#Version0.0.003 #UI #Armor #Buff #ActionPoints
Here are some screenshots showcasing Raise Shield in action.
Reduces his chance to get hit from to 15/36 (41%) to 10/36 (27%). I want to add an Absorb effect to give him temporary health against the first blow.
While fixing the bug I introduced in the last build, I decided to hide the Action Points meter for enemies. You don't need to see it since it doesn't change during your turn. I have also renamed "Act" to "AP" to keep it consistent with HP. The game terminology uses "Action Points" to be similar to "Hit Points".
Clicking on an enemy moves you toward it.
I have modeled attacking an enemy like Tactics Ogre, Pathfinder, and Fire Emblem: you move into position and then choose to attack the enemy next to you. But playtesting has shown me people who play more like Chess (and more recent Fire Emblem games.) They choose the enemy they want to attack, then choose their weapon.
If you choose Sir Camil or Torrin and then choose an enemy in range, they'll try to get as close as they can while keeping at least one action to attack. If they can't, they won't move (and a popup window will explain why they won't move there.)
I hope to have this ready by the end of the month, but I will be on vacation soon.