Ryan Miller
banner
ryanmiller.ca
Ryan Miller
@ryanmiller.ca
Game Development Generalist Dad from Toronto 🎮 Technical Artist by day 🧑‍🎨💻 Managing Director of @ontariogametesters.com and very slow indie-dev after hours 🐌 ryanmiller.ca he/him
Continued work on my turn based battle system.

Added a bit of UI, thought this really needs characters and animations soon!

Got the Healer brain to work (heals allies below 50%) and the defend + counter attack feature (without infinite counter loop) 😅

Fun stuff!
November 9, 2025 at 6:40 PM
Making a turn based RPG battle system today. I've never made one more simple than just back and forth attack/health turns and wanted to give it a shot!! It's just text so far but it supports multiple combatants, turn order/amount from speed, and even a few enemy AI profiles.
October 19, 2025 at 5:47 PM
Realized today that it would be kind of trivial to make the tile editor work at runtime, so I did that. Should I do a level editor or is this just a horrible distraction??? Yes!!
October 9, 2025 at 3:41 PM
Animations in dialog, woo! I ended up re-writing my fancy playable-mixer-animation thing and am just playing these cosmetic animations on an 'extra' layer of the regular Animator state machine.
August 10, 2025 at 8:22 PM
Spent some time on dialog sequencing today. Added an ID system to link scene objects to scriptable objects, making them easy to reference in dialog etc. Also some quality of life stuff: a quick “Add Opposite Dialog” shortcut and hid extra params in foldouts.
August 10, 2025 at 5:43 PM
I've decided to keep both dialog bubbles and the text box. Figure they'll be useful in different contexts. That's enough time working on Dialog UI, time to get back to ... gameplay? art? level design? 🤔
August 8, 2025 at 2:05 PM
Made a stem for the dialog bubbles 💬
August 3, 2025 at 5:57 PM
Working on a 'bubble' version of the dialog player UI. I got positioning + screen clamping working. Next up will be the 'stem' graphic and placement. Maybe some padding.
July 27, 2025 at 4:05 PM
Ok don't get too excited, I put together a graphics settings screen. Contain your excitement!! It is only a menu screen.
July 5, 2025 at 8:18 PM
Why am I making things in Godot now? It's pretty cool actually. Much improved from the last time I tried it. I gotta get back to Unity so I don't restart this project again 😖
June 29, 2025 at 2:37 PM
It's been a little while! I have been adding a health bar, as well as items and food that you can eat to heal. There's a whole Item Manager / ID / Pooling thing too, but that's hard to show in a video.
June 22, 2025 at 3:34 PM
Oh, finally got respawn working properly too!
June 1, 2025 at 5:07 PM
Put together a simple scene loader + transition + checkpoint saving setup. Now we can wander between scenes with the right entry/exit points, and even load into a save game in the right place.
June 1, 2025 at 4:54 PM
Everybody's favourite - smashable props!

Also realized I had been calculating knock back wrong. Fixed!
May 25, 2025 at 11:43 AM
Made a little editor thing that lets me read/write parameters from another script directly in animation states. The fields don't actually exist in the animator state. Neat and hopefully not confusing later, haha.
May 24, 2025 at 2:51 PM
I've got some simple combat up and running nicely this morning. Contemplating a dodge roll 🤔
May 24, 2025 at 1:00 PM