battler's Introduction
TODO: Make new base object that has stats. Unit / Job / Char all extend from it All can have status effects? UI will always show both somehow e.g Str: 16(32) DooDads Doodad-scripts? play/pause/etc. [shimmer, loop, playonce] OverworldFlow needs to clean up on Suspend/release Consider moving unit spawn logic and death logic into a Flow? [May violate the only acts when active]. {Event queueing?} //TODO: Split into LevelLoader and LevelModel // action queue view nextTurn():Action { } changeSpd(amt:int):void { }? Action {at:1234 type:"Turn", unit:UnitModel } Action {at:1450 type:"Effect", effect: EffectModel } -New AI - using fields -- each square calculates it's value based on certain rules [can attack / be attacked in x turns] - Unit detail view - Attacking -- highlight possible attack targets -- implement auras -- Pretty up AttackView -- buttons to change targets -AOE? - Battle forecast? - Loading units [ sqLite? files?] - simple sprites thinks to mull: -move units from BattleModel to MapModel Important Screens: - Battle - Char / Inventory - Barracks - Shops - Overworld map - Battle animations Flows: Battle * Start * Choose Units * Equip * Set positioning * Show details info on a unit * Unit Turn * Move * Select target * Select action [attack / ability] * choose weapon * Battle forecast * Character dialog Possible unit actions? * attack * ability * item Char / Inventory * See all stats * Change classes ? * Change gear Barracks * Upgrade gear * Try gear/weapons on a dummy? * Talk to party members? Shops * Buy gear * Sell stuff Overworld map * Quick travel? * Graph or overland? * Find loots * Do side-quests? Battle animations? * Animation showing all effects Open questions? * how to resolve speed ties
battler's People
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