Day 1
Today marks the first day of commitment to, while not ENTIRELY avoiding tutorials, doing things in a way that are built on best practices learned over the past 6 years. I've got a long road ahead of me, but hopefully through a better step-by-step approach paired with source control as a routine I'll be able to shape this into something people get genuinely excited about.
I've got basic movement fleshed out, 8 direction and decoupled enough that fitting in AI shouldnt be an issue:
> Unity input system(1.0) speaks to PlayerInputController
> PlayerInputController in 90% private and implements an interface (IUnitController)
>IUnitController has a public method (currently just movement) that is called by the character.
> Other IUnitControllers will be usable here to ensure that different inputs(AI being the primary) are respected
I have basic walking animation, and idling. I'll be swapping this out for a "bodypart" system later where each portion sits on a character parent object in order to allow for customization of your character and eventually swappable equipped armor. 8 directions is a bit of extra work especially since I'm not using sprite-mirroring for left and right, but it does provide smoother turning and more visually pleasing diagonal attacking/casting.
The world is currently low on the priority list. Everything will be developed in the sandbox before I even consider moving it out into it's final location.
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Get Elebris Adventures
Elebris Adventures
Top down ARPG, Solo project built in my spare time
Status | In development |
Author | Balthius |
Genre | Action, Role Playing |
Tags | 2D, combos, Fantasy, Roguelite, Team-Based, Unity |
More posts
- Day 5: Added attack animations and collidersOct 30, 2020
- Day 4: Learning the hard wayOct 17, 2020
- Added UI interactionOct 16, 2020
- Day 2Oct 16, 2020
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