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No. 45816
File 134828502323.png - (303.69KB , 659x999 , update0921.png )
I guess if I'm going to run the thread, I ought to apply a name, at least while I'm in here.
Weekly Status Update 9/21/2012: Graphics engine, tiling/mapping engine is running, databases are loading, including map data and unit data.
While I've got test databases in place, I don't have any finalized data in any of the databases, so when I say I have maps and unit data working, this is all using testing data and will need tweaking later as details are finalized.
I've got pathfinding working now, which was my biggest concern regarding processor in the main battle map scenes. It happens instantly with up to a ten tile range on my test computer, though begins to show a little lag at 11-12 tiles. Noticeably slow at 15 tiles, and 20 tiles may as well have been frozen. My expected average movement range per turn was five tiles anyway, so we'll have to see during later testing if this needs tweaking once more obstacles are on maps and characters are more powerful and min-maxed. That'll give me a chance to test on weaker machines, too.
Currently turns are progressing correctly, using an ATB-style turn progression (think FF Tactics) where units with different speed get to take their turns faster. Units can currently move around the map and pass their turns with the Wait command. There's no Attack menu yet--I've got to get the Attack Data structure in place before one can be built properly, and get damage algorithms hammered out. That's next.
Not bothering with attack animations yet--that can wait until I've got a better idea of what all I'll need. I intend to do attacks as cut-ins, Super Robot Wars or Fire Emblem style, rather than map-animations. I do have some sprite templates in the work for those, but they take a lot of time and are low priority at the moment.
As mentioned above, the graphics here are pretty much all placeholders until I get an art direction figured out (at least for the UI) and make my own. Map sprites will probably remain just icons (just not ones I ripped from internet concept art), with most of the real spriting/animation effort going into the attack animation cut-ins.
Next is getting Attacks and Traits working. Actions will define what a Unit can do in battle, and Traits will define pretty much all the little details about how they behave that don't relate to their base stats. If I end up using Equipment (right now I'm thinking they would be jewelry or accessories or something, rather than weapons and armor), they'll basically just give the wearers Traits while they're wearing them, and Status Effects will also just work as temporary Traits, so they're pretty key to the whole thing.
This is all just engine backend stuff, though. I'm still looking for input on what sorts of actions and traits and everything characters will need.
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