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 8.2: Wheel Battle
And here we are at the final of the wheel posts. In this one I'll walk through how I created a scene to hold both wheels and instantiate the scene when a battle happens. Scene Setup As with so many of these posts, we'll start by creating a new scene (I've named it "WheelBattle"). We'll... Continue Reading →
Project Delve Part 8.1: Assembling the Wheel
Continuing on with the previous post, today we're going to be taking those wheel sections and putting them together in a scene. We'll also create functions for spinning the wheel and getting the result it "lands on" (I put it in quotes because in the code it's actually the other way around, but more on... Continue Reading →
Project Delve Part 8: Battle Scene – Wheel Section
Hiya folks, I'm back. As I mentioned in my previous post, I was starting to feel drained with the work I was putting into this project and was starting to lose motivation. Turns out that's what we call "burnout" in the biz! But after a few months hiatus I'm feeling rejuvenated and ready to finish... 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 6.2: Overlord and Monster Phases
Hiya again, I'm back with the next steps for making the Turn System! (Well, I suppose the actual turn system itself is already completed with the functioning state machine, but I want to fully flesh out the selecting and performing of each of the unit's turns) Today the focus is going to be on the... 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 →
Project Delve Part 4.3: Various Enhancements
So for this post, unlike the posts I've made before, I'm not going to be walking you through step-by-step how I created one thing or another (though I will explain the general concept). This is because I'd like to move on to Part 5 in the series posts but there were some things I felt... Continue Reading →