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 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: Define Actions

This part will likely be broken up into a few posts, since there's a lot to cover here. We'll also be revisiting the code we write during this part fairly often in the future as we continue to expand the game functionality. Setting Up The Interface The actions we'll be defining in this post are... Continue Reading →

Project Delve Part 3: Unit Stats

Now that we have some pathfinding down, the next order of business is to limit movement even more. (Aren't rules the best?!) Except in rare instances, we want our characters to be constrained by the number of tiles they're allowed to move on their turn. Right now units have an infinite movement range (so long... Continue Reading →

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