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Questions on how to implement new feature

A topic by reign77 created Apr 23, 2023 Views: 208 Replies: 1
Viewing posts 1 to 2

Hi Shaun,

I'm writing to inquire about the feasibility of implementing a 'join party' feature within the current project scope. The proposed feature involves updating the global.party struct based on whether a party member's value is set to true or false.

I attempted to implement this feature myself, but encountered an issue where the battle sequence only shows one-party member even after a new member joins the party and their value is set to true in the game. I suspect this is because the oBattle object cannot be modified during gameplay, resulting in the original party member values being set to false.

I'm just wondering if what I'm proposing is even possible within the scope of the project as well as a system where the player's hp after a battle ends, is kept and reused at the initializing of another encounter.

Developer (1 edit)

sorry for the delay. I suppose you mean to ask if a party member can be added mid battle? This can be done, you just need to remember that during battle we use temporary party units that copy from your external data (this is just to maximize compatibility with different data systems). You can simply create a new party unit as needed for your new party member and them to the partyUnits list like the others (and refresh the turn order!). As for permanence, you just need to remember at the end of battle to add the relevant information back to your global struct (if using my example data system). Given I don't know how every game will want to track its data I don't cover this, but given it might be a popular request I might just cover this on the assumption you're working with a global struct like my example. But it will come much later/at the end of the series.