Submissions from 2018-01-20 to 2018-01-21 (3 total)

I added a concept of "Action Points" which will be the main resource the player has to manage. It will be a cost associated with every ability, and will (hopefully) make the game tactical and fun.

Today I got the very basics of an Action Cost tied to every ability, an Action Pool managed by the CombatEntity component, and some UI.

I really need to find a 'best practice' for tying things like this into Unity UI. My current way involves a lot of delegates, and it's not so bad. But I still find the 'plumbing' to get all the references to each other very tedious. There has to be a better way..

Anyway: onto the gif!

There was an item called PrefabLoader in my task list for today.
Instead of writing a prefab that loads other prefabs, I decided to create another scene for default game objects, and edit the level loader to load default objects scene additively before levels.
Of course some minor refactoring needed but this is a kind of poor mans nested prefabs I guess.

I'm using way too much time, but I think I finally have a way of doing buffs and stats efficient (although I'm not quite happy with it, it is the best compromise I can think of right now)

Now stats are a list of Stat objects, each with a type from an enumeration. I can easily get stats via searching them in a list and can easily modify them by giving the buffs a type of the stat they should buff.

I will probably play around with this whole system a day or two more until I merge the changes onto my master branch. (I have some freaky shit planned like: debuffs your attack and slowly rises over time above the original attack or buff attack each hit or buff speed the lower the health)

still no visual changes, so changes here:

https://github.com/Papiertig0r/Alchemy/commit/618e76834e2a5215806b901e78ed8c7b6cc3fa4b