BGP – Spirit Boom – Dev. Post 2


Since I forgot to write a post about last week’s work, I’ll try to go over what I’ve done both of these weeks in a single post in brief detail.
Implementing a Win State in combat
Setting up a contemporary Win-State was easy. All that was needed was to set up a script that sent the user back to the World scene if the enemy’s Hp reaches zero. The reason as to why it is contemporary and isn’t permanent is because there are still things that need to be added, such as a result screen or similar as well as a way to spawn the player at the same position and status in the world as when they entered battle.
Implementing a Lose State in combat
Like the Win-State this was also easy, I only needed to do the exact same thing but instead setting up a script that sends the user to a Game-Over scene when the player’s Hp reaches zero.
Implementation of Battle Menu Management
This is something that I worked on over the course over both weeks and still wasn’t completely done with. The basics are there. To give some background: In combat the player has to choose a command from a menu to attack. What I did was that I set up a script that took information from the Abilities and applied it to the menu buttons. This means that hovering the mouse over the abilities gives the player information about how the ability works, how powerful it is and the accuracy of the ability. Each of the Battle Menu Items holds two UI Text objects. The first one is the name of the ability while the second one is the description that details the written description of the ability and its statistics.
For the coming week I will try to make the Battle Menu Management more dynamic by creating a list that will simply add more options in the battle menu as the player gains abilities.
Implementing World-To-Battle transition
This required some surface knowledge of the Lua-scripting of the dialogue engine. This was a little bit difficult to implement at first but with an understanding of how it works I can create functions in script to use in dialogue at ease. This is done by creating a script called MyLuaFunctions and adding the functions I want to use to it.
Combat Messages
I created a window on top of the battle screen that is connected to the Fighter and Ability Managers and allows the player and ability classes to access them and write out messages for the player.
For next week:
For this next week I am going to improve on the battle menu management, create a combat result screen, develop a primary Hp bar that shows the player’s health and find a way to load enemy data from .txt files. I’m also going to have to research turn-based combat and find ways to improve the enemy AI. Basically, there’s a lot for me to do this week. Hopefully I’ll remember to post it all on the blog this time.