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soulless's Issues

Refactor ActionSelector to be more modular

Skill selection menu should probably be externalized into the Combat scene. This way, it can always be positioned in the same place, independently from ActionSelector.

This would be an improment mainly to the GUI, since the current model is functional.

Cancelable actions

When the player selects and action and must confirm the target, he should be able to go back to action selection by pressing the cancel button.

Also, actions that don't require a target should also need to be confirmed.

Add descriptions to action commands

As an example, BonusDmg requires the player to press the action button with correct timing for extra damage, or the "other" button with even more precise timing for huge damage. This explanation should be available to the player in one or more of the following moments:

  • Selecting the action
  • Walking up to the target to execute the action
  • Acting the action

Impossible retreat?

If you flee with a unit in the back row, it is then impossible to swap any other unit back. Is this ok? Should a unit in the back even be able to flee? Should the player be able to swap with positions that have no one?

Attacking unit not repositioning correctly

Bug conditions:

  • Last allies unit attacked
  • Such unit achieved a "super" attack
  • Player spams buttons while screen shake is still ocurring

If the conditions are met, the game seems to skip moving the attacking unit back to its place, and goes directly to the enemie's turn.

Add generic "Warning"

It should pop up for things like when the flee or terrify action failed, so the player doesn't feel the game is unresponsive.

It will possibly be used outside of combat too, so I think it's smart to make it in Main or even Global

How to make so the game's export is not dependent on the Resources folder?

Since the instancing of units loads images directly from the folder, it is still needed for the game to run even if exported.

A possible solution would be to ditch the loading of sprites as is now, and just creat an animation that sets the correct textures for each body part (exemple: to instance a bunny, we would run the instance_Bunny animation). This would also mean that all animations would be loaded at the body scene at all times.

Enemy AI destroying game cycle

Mostly when an enemy unit is dead, the enemy either partially skips the player's turn or always skip the player's turn until it crashed the game

Projectiles

Some attacks will be ranged. In this case, the attacker should be further away from the target before attacking (or not move at all) and the attack animation would unleash the projectile.

The projectile would have two animations, traveling and hit. The travel time of the projectile would be defined by the lenght of the travel animation.

Display Player's attributes

Unlike enemies, the player has attributes that are shared among his units (the action points). They should be displayed in the combat screen.

Maybe even Soulless' HP should be displayed in the same way, to differentiate from other creatures.

Show attack damage

Make a cute cloud for enemie's damage and a edgy demonic circle for player's damage

Skills submenu in ActionSelector

When the player chooses the action "Skills", a submenu with possible Skills should open up so the correct skill can be selected.

Refactor Combat code

Code was made for testing. I should refactor it to something more intended for the end result.

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