No videos to share right now, because the project is being overhauled in the code and graphics department.
Got a new programmer and pixel artist on board, so we’re shaking it up.
We are moving to using 16x16 tiles and sprites.
I’m looking for anyone interested in doing mapping and level design with Tiled Map Editor. No experience necessary, it’ll make sense one you try it out. Being a fan of FE, you can definitely create great battle maps that are fun and challenging.
I will share my brushes and tiles with anyone who comes on board, so you’re able to use the same mapping method I am.
Attack Forecast is good to go! The video was taken before my most recent fixes (the forecast changes when you cycle your weapons now), but it’s basically showing all functionality.
Oh, and I have to update the information in Unit Inventory’s header (unit name, hp, class, eventually custom portraits)
Press the action button, and we’ll transition to the battle scene.
This upcoming week should be all battle system/scene. Pretty exciting.
After that, there’s work to be done on the AI… well creating AI at all lol. We have all the components ready, line of sight, movement range, etc.; But we’ll have to define behaviors and defensive formations for AIUnits.
I suppose those two will likely take all month, if not longer. There’s 4 types of AIs:
Other Enemy (hostile to both Player & Enemy Team)
Ally (friendly to Player Team, hostile to both Enemy teams)
Other (Neutral, primarily focused on reaching a destination or defending a certain territory from invaders)
I’ll probably focus on only Player and Enemy, to start.
It ties into our heightmap, not allowing units to see spaces that are higher than 2 than the tile the unit is currently in. I’ll likely have to modify this a bit, so an archer can see a unit on the edge of a taller cliff.
I’m sure everyone is getting sick of seeing this map, so some new tilesets are on the way. This is a great map for testing though.
Just about to do away with the Suikoden rips and put in our custom knight sprite, as well.