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Devlog Tactics Demon

Tactics Demon Daily Devlog for August 12th

Today I worked on expanding the action list functionality for the menus, so that it would only show actions the player has the skills and equipment to perform. Presently it’s allowing all the actions that are in the system.

That means I need an inventory for the player, so I can tell what they have equipped. I added a list of a few basic items to a data file but quickly ran into the poor architecture of how I’d set up items to get summoning circles crudely working.

Right now whenever I add a summoning circle, I add a hash to the state.objects array, with x/y/z coords, width and height, sprite path, then I recalculate its screen coords based on what tile its in and its width and such. This is stupid. Every summon circle is going to have the same path, width, height, etc, and the screen coords are totally related to the tile its in. I don’t remember why I did it this way, I assume I was just hacking as quickly as possible to get something working.

Ended up spending more of my dev session refactoring that than adding actual inventory functionality, but it’s for the best.

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Devlog Tactics Demon

Tactics Demon Daily Devlog for July 24th

Added the placeholder sprites for the Covet and Monk characters to have their own digging, attacking, hurt and dead states. So now they kneel when they are down to 1HP and lay down at 0HP.

When they’re digging the frame only shows at the same time as the terrain beneath them is removed, so you can’t really see it happening. I’ll be changing it to show the dig animation then remove the tile, eventually.

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Devlog Tactics Demon

Tactics Demon Daily Devlog for July 23rd

Added separate frames for different states, for digging, attacking, being hurt and being dead. So far, only made those sprites for the Soldier – in the process of which the frame size changed from 16×16 to 24×24, which is why the other two look giant-sized, they are being stretched. Will update those tomorrow.

Up until now, digging and attacking and dying have been possible, but there wasn’t much visual indication that it was happening, so this is helpful for testing.

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Devlog Tactics Demon

Tactics Demon Daily Devlog for July 22nd

Today I added placeholder sprites for the other two starting classes (from left to right, Covet, Soldier, Monk). Added HP as a stat and put the basics in place to make the basic Stab attack work, though without any animations to show it other than the target disappearing when their health is reduced to zero.

Also did some refactoring to move level and unit data into a separate file, a first step towards having separate levels and saving/loading them. As basic functionality is getting fleshed out I wanted to separate my test environment from the first playable level.

Still need to figure out why the sprites aren’t rendering pixel-perfect.