andremoukarzel / soulless Goto Github PK
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Swap unit in top position with unit in bottom position to reproduce
Dealing 0 damage sucks balls
Turn order, action execution, win/lose conditions, etc...
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?
Make a cute cloud for enemie's damage and a edgy demonic circle for player's damage
Mechanics Needed:
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.
Canceling an action makes it so that when any action is actually executed, it finishes the turn for all parallel processes created each time you canceled an action.
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
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.
When the player chooses the action "Skills", a submenu with possible Skills should open up so the correct skill can be selected.
Bug conditions:
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.
To be more specific, all units walk BACK after the attack, but only the first actually walks to target before attacking.
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.
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
Besides the core body parts, what should be added for consistency between all units?
Possible additions:
The closer to the ideal time the player releases the button, the higher should be his damage
Code was made for testing. I should refactor it to something more intended for the end result.
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.
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:
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.
Zoom in, freeze animation in the hit frame, show a cool message, play a distinct sound. Whatever, just make it clearer.
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