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Showing posts from March, 2020

March 2020 W1: Melee Combat

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While the combat is far from finished, this week has brought some significant progress, and set the baseline for how getting and using stats is handled. Implementation of more combat features over the next couple weeks should be significantly simpler. Combat progress The primary progress made this week was the implementation of basic melee combat, and its integration with the medical system. The code still needs to be refactored to be more generic, and a little cleaner for use in other types of attacks, but it's written and functional, which is the hardest part. The animation ends earlier than it should for some reason, but it's there There are still parts of what I'd consider the 'basic' implementation that have yet to be added in. An animation for blocking does not exist yet, and the automatic behaviour to fight back isn't finished. The final vision is to have a combat system that is reactive between two combatants, meaning that they would each

February 2020 W4: Combat Preparation

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The original intention of Week 4 was to implement at the very least the functionality for attacking with melee weapons. Unfortunately, that ended up taking a back seat to some much needed refactors due to added functionality to character skills. Refactoring Skills Originally, skills were stored within a C# Dictionary containing the skill name as an enum, and the skill's data as its key. This worked fine while the skills could comfortably sit on a single line, and didn't cause any ridiculous level of clutter, though it wasn't quite compact either. New skill functionality The functionality that expanded the data structure for skills was in essence a way for character stats (Attributes) to relate directly to how a skill effects an items individual stats. There was no previous system in place to relate attributes to skills or item stats, so the introduction of this system not only opened up a lot of versatility in balancing, but also introduced an entirely new conce