Monday, December 08, 2008
State of the Combat Engine
I thought I made a combat engine post last night but I guess ExpressionEngine ate it or I didn’t post it…
State of the Combat Engine
The combat engine is the last of the ‘big’ pieces of code I need to complete, so here is a run down of what it currently does;
- Static combat map, 96x96 all grass tiles with no obstructions, so its good for basic testing, but will need to change soon to test some of the more important things (LOS, etc)
- Party is placed at one point on the map, guards on the other, with an even distribution. You basically tell the algorithm that you have 50 enemies to place and you want N rows and it distributes it as best it can.
- Movement points are used when moving around the map, the turn ends when you run out of points or you pass or attack etc.
- Player stats are used to calculate a hit or miss, then for a hit, damage comes from the weapon - armour
- When attacking, the players frame switches to the attack frame
- For a kill, the skull and bones appears in place of the enemy frame
- Dead enemies are removed from the map
- Combat ends when all monsters are dead (loops infinitely if all players die and monsters are still alive).
It might not sound like much but most of the framework is in place already.
Whats left on the agenda is and work scale (1 = practically free, 10 = blood sweat + tears)
- Incorporate Wear and Tear on hits (both to weapons and to armour) [1]
- Incorporate LOS from the current actors point of view [2]
- Implement the aim command [2]
- Implement the cast command [1.. dependent on aim command]
- Implement magic graphical effects (will be the same code as for ranged combat attacks). [5]
- AI for several levels (dumb as a rock, humanoid, tactically brilliant) [5]
- Ability to flee the map [1]
- Win screen, divy treasure and xp rewards. [1]
Nothing that is super hard…
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