Submissions from 2018-01-15 to 2018-01-16 (2 total)

Every good dungeon crawler needs traps. So I made a trap!

Overall, it was pretty easy, and I am happy that I was able to basically stay true to my entity/ability architecture. The trap is a normal TurnTaker entity with 1 ability and an associated visualization. It has a little 'brain' that make sit do the ability every 3rd turn, and change it's sprite to the appropriate one for the charge-up turns.

The only oddity was adding the ability to have a player/blob move onto the trap (if the spikes were up), and still do damage. The issue is that on Entity A's turn (player), he has to do all his own turn stuff (move), and then finally invoke Entity B (trap)'s ability, and all that goes along with that. For now, it's pretty hacked in, but I think I have some ideas for making it more generic later.

No user interfaces, but interfaces nevertheless.

Now it is possible, that even enemies can throw weapons. The same system could be used for spells etc.

Area of effect is still missing, but I'm inching towards it xD

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/fb9963ae2de2ffc10198b98d5072474d94b48639