BGP – Spirit Boom – Dev. Post 3
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For this week I had quite a lot of work planned out, but only managed to complete a few things, namely the combat menu manager, the combat results screen, I started working how to load enemy data from files, and I was also trying to implement some animations into the combat.
The combat menu manager
The work done on the combat menu manager was mostly about polishing what had already been done to make it work better, although, this took a surprising amount of time and coding for what it was. The list is now more dynamic as it is simply expanded for very single ability that the player has and the design of the menu can be easily modified by variables without much trouble. There are still several ways to improve it, but for now it is functional.
The combat result screen
Before I could make a combat result screen I had to make a Player Manager that keeps track of all the player variables in-between scenes. This is because one of the things that are supposed to happen is that the enemy’s experience points are supposed to be added to the player. The Player Manager has all the necessary variables for this to be done. All of these variables are static meaning that they are always available to modify by the other classes. As such, whenever a battle is finished the player is shown the experience they have, combined with the experience added, this is all added together into the total experience point’s pool.
Loading enemy data from files
I only had time to start working on this. However, once the file structure for how read in the data is set up it won’t be difficult to apply it to the enemy in-game. The variables are for all the enemy stats such as: name, hp, attack power, defence, elemental defence, base accuracy, base evasion, and so on. Overall, once I get down to working on this, it shouldn’t be too difficult.
Implementing animations into combat
This took quite a bit of work and we still aren’t entirely done with it. I didn’t actually make the particle animations; those were something that Gustav did. The animations have been implemented but not yet properly linked to the abilities in-game; this is something that needs to be completed this upcoming week.
For this upcoming week my plan is to finish up the ability animations and management as well as to allow the game to load in abilities from .txt files. Since the Beta test starts this Friday this means that there is a lot of work that needs to be done.
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