Day 4: More combat and AI
Allowing for multiple moves per turn ended up being a mayor hassle to implement. I ended up slapping together a system to add attacks and other actions to the movement queue. It's not very elegant, but it works and can be used by both the player and enemies. Enemy AI has been expanded, once aware they will now look for the player at the last place they saw them. I'll not make them too smart, to keep the pressure low.
I also added shoves and throws to the player vocabulary, because tossing enemies around is where the fun lives.
Up next:
- Ranged combat
- Inventory and equipment
- (Very) basic physics for tossing enemies and items.