Submissions from 2018-01-14 to 2018-01-15 (2 total)

Started to add the logic I mentioned in my last post to the AttackAbility class to give targetable AOE abilities some better(?) UX. I ended up splitting it up into two classes since the logic was diverting in a bunch of places within AttackAbility.

I also did some refactoring to the way the TileMaskVisualizer works so that it can display multiple different colors/patterns at once. This lets me show the effective area of AOE abilities separately from the main mask. Observe:

As I hinted at before it still takes 3 clicks: 1 to choose the ability, 1 to select a potential targeted area, and another to confirm. The jury is still out on whether that's reasonable for the player.

Literally. That's what I implemented today :D

First I adapted my inventory, now it feels really good (code base side, still no UI yet). You can pick up things and they get neatly organised into stacks. I have to create some items so I can test with them, but I think it's working fine.

Also you can now throw things! huzzar! Throwing things has no effect right now, but that is the next step! (Throw healing paste at your enemies to restore their health! xD)

See changes here:

https://github.com/Papiertig0r/Alchemy/commit/8c2f...