Updates for today:
- Characters can now perform basic attacks. No skills yet but the system is almost there.
- Mini health bars are shown for characters when you move your cursor over them.
- I was able to unblurrify the sprites by using a power of two texture. Who would've guessed
on the other hand, soul stranding is giving me a headache.
Ignore the patch to the left and random trailing line at the bottom, that's just bad math on my part. The point is that the boundary for these tiles isn't very intuitive, and I don't want to player to guess if a tile's going to be in range or not.
I see two solutions to this:
- force a mathematically perfect formation.
You would be restricted to one of the six hexagonal directions as you move to the next character. Actually, this doesn't seem so bad now that I think about it. You could form triangles and hexagons and other nonconvex shapes of arbitrary dimensions. Also requires a bit more strategy since you need to think carefully about positioning of characters.
- or do away with the grid entirely.
It's painful thinking about this option, mostly because all the coding I've done has revolved around the grid. But I feel like eliminating it would also solve a lot of problems.
The one glaring issue is that without a grid, I'm not sure how to plot the range of a character's movement, let alone enemy pathfinding. Has anyone ever tried something like this?
Nevermind, I opted for the grid. It would have been way too complicated otherwise.
Well, it's working now! I feel pre-tty good
The strange bending issues with the lines shall be fixed later.
Works for non-convex polygons too!
Oh and here's a cool bug that might turn into a feature:
If you draw the formation clockwise the boundary is inclusive but if you draw it counterclockwise it's exclusive. I could see this being useful for an attack type strand vs a heal/boost type strand.
Sorry for image spam, I just thought it was cool
Quarry: Thanks! I can fit a lot of tiles onscreen with the current sprite size so everything's good.
happymonster: That's certainly something I'll consider. I'll take another stab at them later.
Superb Joe: Soo ... good or bad? :O