Cover is contextual - as per #pf2e rules, here larger creatures provide standard (shown in blue) instead of lesser (green) cover.
#gamedev #indiedev
Cover is contextual - as per #pf2e rules, here larger creatures provide standard (shown in blue) instead of lesser (green) cover.
#gamedev #indiedev
The unit in this clip fires "arrows" at both of its enemies. Animations are synced with the projectile movement/arrival. #gamedev #indiedev
The unit in this clip fires "arrows" at both of its enemies. Animations are synced with the projectile movement/arrival. #gamedev #indiedev
This clip shows options presented both on attacking and on reactive strike.
Attacks and weapons are linked in separate jsons by ID and both easily editable. #gamedev #indiedev
This clip shows options presented both on attacking and on reactive strike.
Attacks and weapons are linked in separate jsons by ID and both easily editable. #gamedev #indiedev
The active unit (first portrait) is distinctly larger. All units are visible with new rounds also indicated. #gamedev #indiedev
The active unit (first portrait) is distinctly larger. All units are visible with new rounds also indicated. #gamedev #indiedev
In this clip we have added a prompt allowing the user to select their choice of action. #gamedev #indiedev #screenshotsaturday
In this clip we have added a prompt allowing the user to select their choice of action. #gamedev #indiedev #screenshotsaturday
In this clip we see the option to react being presented, with the unit deciding to Skip or React! #gamedev #indiedev #screenshotsaturday
In this clip we see the option to react being presented, with the unit deciding to Skip or React! #gamedev #indiedev #screenshotsaturday
Currently we can switch between different Attack types, Move types (e.g. Stride, Fly), and End Turn! #gamedev #indiedev
Currently we can switch between different Attack types, Move types (e.g. Stride, Fly), and End Turn! #gamedev #indiedev
The cursor (and action on click) automatically adapts to the best option based on grid position, such as Stride, Fly (if hovering over a fly-only cell), Attack (if an enemy is present). #gamedev #indiedev
The cursor (and action on click) automatically adapts to the best option based on grid position, such as Stride, Fly (if hovering over a fly-only cell), Attack (if an enemy is present). #gamedev #indiedev
UX touches: collapsed/expanded modes, auto scroll, contextual hover/click.
E.g: "[Desert Giant] ⚔ [Goblin Warrior] — [Hit] — [3 Damage]" - click any part for details: character sheets, dice rolls, etc. #gamedev #indiedev
UX touches: collapsed/expanded modes, auto scroll, contextual hover/click.
E.g: "[Desert Giant] ⚔ [Goblin Warrior] — [Hit] — [3 Damage]" - click any part for details: character sheets, dice rolls, etc. #gamedev #indiedev
Flying upward counts as difficult terrain, costing extra 5 feet of movement. You can fly *straight* down covering 10 feet for the cost of 5! #gamedev #indiedev
Flying upward counts as difficult terrain, costing extra 5 feet of movement. You can fly *straight* down covering 10 feet for the cost of 5! #gamedev #indiedev
In this #screenshotsaturday clip, a status area at the bottom is populated with details on potential actions, such as dice rolls, tumble through, threatened cells. #gamedev #indiedev
In this #screenshotsaturday clip, a status area at the bottom is populated with details on potential actions, such as dice rolls, tumble through, threatened cells. #gamedev #indiedev
Here you can see your unit's traversal mode (e.g. fly/walk), destination, cost, and affordability.
When attacking, you can also see enemy unit name, HP, and chance of hit roll success! #gamedev #indiedev
Here you can see your unit's traversal mode (e.g. fly/walk), destination, cost, and affordability.
When attacking, you can also see enemy unit name, HP, and chance of hit roll success! #gamedev #indiedev
In this #screenshotsaturday clip, units attempt to go through each other. They roll acrobatics vs reflex DC (dummy numbers for now).
On fail, their movement is impeded & they provoke a reaction! #gamedev #indiedev
In this #screenshotsaturday clip, units attempt to go through each other. They roll acrobatics vs reflex DC (dummy numbers for now).
On fail, their movement is impeded & they provoke a reaction! #gamedev #indiedev
We also made a custom cursor to handle depth on the 3D grid and UI seamlessly. #indiedev #gamedev
We also made a custom cursor to handle depth on the 3D grid and UI seamlessly. #indiedev #gamedev
And updates to movement as per #pf2e rules - end turn in another unit's cell as long as you move out in your remaining turn. No tumbling through yet though. #screenshotsaturday
And updates to movement as per #pf2e rules - end turn in another unit's cell as long as you move out in your remaining turn. No tumbling through yet though. #screenshotsaturday
Here we built Bob a little house, he climbs up, strides upstairs to the top floor, then goes back down the stairs. #gamedev #indiedev
Here we built Bob a little house, he climbs up, strides upstairs to the top floor, then goes back down the stairs. #gamedev #indiedev
We swapped cubes with planes stacked at each grid Y position. Grid lines drawn with shader on each plane, & only show plane at cursor Y pos.
Can toggle to draw at cursor, draw whole grid, or hide whole grid. #indiedev #gamedev
We swapped cubes with planes stacked at each grid Y position. Grid lines drawn with shader on each plane, & only show plane at cursor Y pos.
Can toggle to draw at cursor, draw whole grid, or hide whole grid. #indiedev #gamedev
In this clip we restore previous state of the level when Load button is clicked.
Also tweaked the debug grid selector so only cells along same Y plane are shown (less noisy)!
#gamedev #indiedev
In this clip we restore previous state of the level when Load button is clicked.
Also tweaked the debug grid selector so only cells along same Y plane are shown (less noisy)!
#gamedev #indiedev
Made multiple test levels in #godotengine. Here we seamlessly switch between them.
And now units can be constructed from visual & data blocks! So can easily define them in levels, and load/save their state. #indiedev #gamedev
Made multiple test levels in #godotengine. Here we seamlessly switch between them.
And now units can be constructed from visual & data blocks! So can easily define them in levels, and load/save their state. #indiedev #gamedev
In this clip, a test unit walks along to a "ladder", then climbs to the top of a structure, walks on top, then climbs back down.
Programmer climb animation! 👀 #gamedev #indiedev
In this clip, a test unit walks along to a "ladder", then climbs to the top of a structure, walks on top, then climbs back down.
Programmer climb animation! 👀 #gamedev #indiedev
Level data is baked to JSON via editor.
In this clip, the terrain is set via the editor so that can Fly & Walk on ground cells, and cannot traverse the obstacle (black box).
#indiedev #gamedev
Level data is baked to JSON via editor.
In this clip, the terrain is set via the editor so that can Fly & Walk on ground cells, and cannot traverse the obstacle (black box).
#indiedev #gamedev
Here, the tiny unit (range 0) does reactive strike when enemy leaves their shared cell. A large unit (range 10 feet / 2 cells) strikes a unit 2 cells away & reactive strike when enemy out of reach. #gamedev #indiedev
Here, the tiny unit (range 0) does reactive strike when enemy leaves their shared cell. A large unit (range 10 feet / 2 cells) strikes a unit 2 cells away & reactive strike when enemy out of reach. #gamedev #indiedev
In this clip, the character is interrupted by its enemy during its stride. The enemy decides to use its reaction to hit it with reactive strike. The character then completes its interrupted movement. #gamedev
In this clip, the character is interrupted by its enemy during its stride. The enemy decides to use its reaction to hit it with reactive strike. The character then completes its interrupted movement. #gamedev