Development Log Week 6
- digitaltinkerllc
- Aug 17
- 1 min read
Ground Combat Gameplay
Fog of War: Don’t Follow Hidden Enemies - The camera doesn’t follow enemies who are hidden by FoW during the enemy turn
Fog of War: Full Cover - Allow units taking full cover along wall corners or behind columns to see, and be seen, around them, revealing FoW
Run Animation for Movement - Speed up movement speed and add a run animation if the unit is moving a long distance
Grenades can be Thrown Around Heavy Cover - units in heavy cover are no longer blocked from throwing grenades around it
Multifloor Implementation - ground levels now support different elevations, allowing ramps, staircases, ladders, climbing, and falling
Implement Skill System - added the framework for characters to have skills, either from leveling or from equipped equipment, that provide bonuses, enhance the effectiveness of existing actions, or give access to new abilities
User Interface / User Experience
Display remaining Action Cooldown - Display action cooldowns on the action button UI
Tech Debt
Refactor Offensive Actions to Inherit Melee or Shoot Action - code clean-up to reduce areas that need to be changed or updated when balancing or writing new actions
Refactor Finding Cover - Rather than calculating cover for the entire level at load time, cover is now calculated at runtime by the currently active unit. Besides vastly improving performance and reducing level load time, this also greatly simplifies the level design process, as game designers no longer need to tag each piece of terrain individually with the appropriate cover type.
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