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Hey there!

Twitter is hard to give a good in depth reply to just about anything. 

Current code is working in that concept.  That there is a key press they player can redefine if they want, but there's also something to be said for having a comfortable default key layout.  For example the age old ESDF vs WASD.  As a staunch ESDFer I want to make that default, I just know better.  :)

That said.  You're right on me over thinking it for now.  I tend to get lost on such things easily, and dwell on details that don't deliver for the amount of time I spend on them, often to the point of tanking the project just due to time.

For this the enemy will occupy a neighboring tile.... and indirectly in the middle of typing this I think you just gave me how I'm going to handle it.

So, here's what I'm thinking.  Combat commences and in open tiles around the player 1 to 4 enemies might appear.  1-8 if I decide to use diagonals.  Fleeing will require a direction because if you're surrounded you need to fight your way out.   Moving away will break all combat to start, but this also could give me that partial end state where you get XP for killing a monster, if not all of them, but gold for finishing the fight.

It also keeps me closer to the path I want which is to see the enemies before they appear.    I have ideas for spells like ESP and Clairvoiance that let you see things in dark spaces, or other parts of the map based on where enemies are.

Thanks!

Great.

I think the whole purpose of posting dev blogs like this is to get some feedback which stirs up ideas, so if it has led to a concept you feel happy with, it's done its job. :)

Nothing worse than getting bogged down while developing, for whatever reason.

Thanks,

Posting stuff like this is super hard for me.  I wrote a full on RPG a while ago.  Combination strategy & Resources management game and LARP (don't judge!).   I was in the final stages of it, after about 6 years of work.   I was just going through final polish when... one of my "friends" took a copy, reworded some of it, then copyrighted it as his own.  I had known the guy for over 10 years, and basically since he was a kid, and it's been a struggle to want to put anything creative out anywhere for anyone to even look at because of that.

Slowly getting over it, so hopefully this will help me get past one really bad experience.

(+1)

I can't negate what must have been an awful and scarring experience for you - and the truth is such things can happen so you need to cover yourself as much as you can, making sure that anything you share - even with friends - is adequately licensed and so on. Using something like GitLab to host a private repository while you develop also provides a time-line and code trail which would easily counter any claim anyone else made on your work.

But for every bad egg there are lots of good people out there willing to help and encourage simply because they themselves are in a similar position of have gone through it in the past, or just because they are enthusiastic about game development and want to see what you come up with.

One of the great rewards of game development is to see people playing and enjoying the fruits of your work.  I suspect that applies to any creative endeavour.

Thanks I need to be reminded of that sometimes.  I am working on getting it out there. I do know I do much better on deadlines when I publicly announce them.  The pressure is on then, and I want feed back on how this whole thing goes.  I'm excited for what's in store for it.  

I also need to do more with Git.   Ugh...   I've been putting that beast off for far too long.