- swapped out default font
- refactored menu and individual menu opening / closing to use signals
- updated resource GUI to reflect changes in army composition
#Godot
- swapped out default font
- refactored menu and individual menu opening / closing to use signals
- updated resource GUI to reflect changes in army composition
#Godot
Minor, all attack tiles are now highlighted. For some reason allies are highlighted red and not green... Weird. WIP
Major, tactics and ranged units are implemented! Only two tactics for now: charge (push and chase) and repel (push away)
#Godot
Minor, all attack tiles are now highlighted. For some reason allies are highlighted red and not green... Weird. WIP
Major, tactics and ranged units are implemented! Only two tactics for now: charge (push and chase) and repel (push away)
#Godot
#Godot
#Godot
Still has a lot of jank, but lots of progress tonight!
#Godot
Still has a lot of jank, but lots of progress tonight!
#Godot
It's almost starting to feel like a real game.
It's almost starting to feel like a real game.
The highlighting of the enemy units within range took me far longer to do than I'd like to admit. Thank goodness for dictionaries
Next up, turns and enemy AI.
The highlighting of the enemy units within range took me far longer to do than I'd like to admit. Thank goodness for dictionaries
Next up, turns and enemy AI.
The grid manager no longer requires unit spawns to be hard coded. Added spawn tile layer node and a function that grabs all spawn cells then iterates through the unit list and assigns them a starting position.
The grid manager no longer requires unit spawns to be hard coded. Added spawn tile layer node and a function that grabs all spawn cells then iterates through the unit list and assigns them a starting position.
Trying to think of how I want to handle turns next. Should it be decided based on unit or faction. I can see an argument for both.
Trying to think of how I want to handle turns next. Should it be decided based on unit or faction. I can see an argument for both.
Real simple at the moment but it'll go through an idle phase then randomly select patrol, vertical leaping, or spitting.
I have an animation for a licking attack rigged up and ready to go but I'm not sure how I'll integrate it.
Real simple at the moment but it'll go through an idle phase then randomly select patrol, vertical leaping, or spitting.
I have an animation for a licking attack rigged up and ready to go but I'm not sure how I'll integrate it.