Project Delve Part 9: Objectives

What's a game without an objective? Probably something, for sure, but my poorly-conceived question has a point (in my head)! Without any sort of goal, a game will lose its draw over time. Even if they're self-given goals in a sandbox game, you as the player are always trying to accomplish something. With that philosophical... Continue Reading →

Project Delve Part 7: Skills

Sorry it's been a minute, I've been pretty busy the last few weeks and haven't spent much time on the project. Also to be fully transparent, I've started to lose that initial drive I had for the project. That's not to say I don't want to complete it -- I do! But I want to... Continue Reading →

Project Delve Part 6.1: Hero Action Phase

Alrighty, there's a lot to cover in this one so let's jump right into this! Breaking Up the UnitActions Singleton Up until this point I've been throwing a lot of functionality into the unit_actions.gd script, but the time has come to delegate responsibility. From now on, the UnitActions singleton will only be in charge of... Continue Reading →

Project Delve Part 6: Turn System

Alright, now we're getting into the real juicy stuff -- making systems for our game to use! If you're unfamiliar with the term systems in this context, a short explanation is this: Systems are pieces of code that are used for higher-level functionality in the program. They're responsible for tying various related parts of the... Continue Reading →

Project Delve Part 5: Line of Sight

In Descent and many other games, units often must have what's known as "line of sight" to their targets when performing various actions such as attacking, buffing an ally, teleporting, and more. Sometimes games differentiate between "line of sight" and "line of targeting," the difference being between what a unit can see versus what a... Continue Reading →

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