Development Log Week 3
- digitaltinkerllc
- Aug 16, 2025
- 2 min read
User Interface / User Experience
Render Valid Shooting Lines from Movement Ghost - Shooting lines are now rendered from movement ghosts, allowing the player to preview possible targets from the proposed move position
Refactor Sword Action into Melee Action - Along with the name change, Melee Action now derives its abilities from the melee weapons equipped on the character, rather than being hard coded
Melee Parry - Characters equipped with melee weapons now have a chance to parry incoming melee attacks for no damage
Have a Default Selected Unit - As a quality of life improvement, levels start with a unit selected by default
Ground Combat Gameplay
Prevent Weapon Swapping After Action Use - once a weapon is used, characters can no longer swap weapons until their next turn. This prevents shooting with a rifle, then switching to a melee weapon to be able to parry incoming attacks in the same turn.
Melee Charge - Characters with the charge skill and equipped with a melee weapon can perform a charge attack during their movement action and still perform another action as normal
Sentry Action - units with ranged weapons can forgo their turn to enter sentry mode, shooting at the first enemy who moves into range or tries to leave cover during the enemy turn
RPG Mechanics
Attribute System Initial Implementation - Every character in the game now has the eleven attributes described in the Game Design Document
Melee Attribute Functionality - A character’s proficiency in melee combat (parry & crit chance) is now modified by their melee attribute score
Defense Attribute - a character’s cover efficiency and hit points are now modified by their defense attribute score
Accuracy Attribute - a character’s ability to hit targets with ranged attacks is now determined by their accuracy attribute score
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