Day 2
Small steps were intended , but I let things get a little out of hand.
I've revised my attack system, the goal of the day(and a half), several times.
One roadblock is using the new Input system, since it doesn't have a "held down" function baked in, I went for a InputPhase check on each button with started and Cancelled to track "held".
From there when I press a button I also disable all other actions (but not movement, and I might re-enable maneuver) so they can't interfere.
The attack itself is split into 3 parts. None, Charging, Using, contained in an enum. An attack can only be queued if the enum is in state none, charging encapsulates the time when the button is held down, and using is when the attack is "cast" to an object in the gameworld.
It's important to note that attacks are only one type of action. Skills,Maneuvers, even social actions(undecided how exactly to use this but a few ideas are rattling around) All of them pass through the same final few steps, and the majority of their in-game difference lies in the slots they're allowed to be used in.
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 1Oct 09, 2020
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