Combat Design Part 2

I implemented the effects system, using for testing 1) 2 skill-based and 1 equipment-based effects and 2) effects applied to targeted enemies and the player. Most of it working well, though this week I need to revisit how effects are created and set up - a problem I ran into is that I wouldn't necessarily have the variables needed at creation time (e.g. "what is the player targeting now, and is what they're targeting valid?"). One thing I've learned is that sometimes even obvious things aren't always clear from the start - schragnasher had suggested calling a setup function to verify the game is in an appropriate state (e.g. the player/enemy does indeed have something targeted, so look at x). It's guaranteed that if they targeted an enemy, it'd be valid since all enemies are space entities (including the player), regardless of they're a ship or a space creature. From there, I can look at more information about the targeted enemy. Wow, problem solved.

In our weekly meeting, I presented my progress to the team. They seem to like the direction it's going in, though with the new, real-time mechanics, I've been requested to implement a pause system. I've heard that implementing pausing in Unity 3D is a big pain and that one should avoid changing the Time Scale. Thankfully there's a great kit for that on the asset store that supposedly avoids the headaches of time scale. As a bonus, it's programmer friendly, so I should be able to take advantage of the API to do more complex pausing if necessary. If all goes well, I'll be able to integrate it with the rest of our systems this week.

Besides requests, we also discussed ways to add depth to combat. There are some really interesting ideas, but I'll need to think about them more and try them out in-game. Unity 3D has been a godsend for trying out ideas relatively quickly, so I'm really, really excited to see where combat goes from here.

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Reader Comments (2)

Sounding awesome! I just found out about this on the Unity forums, I hope all goes well for you. (And Ill be keeping an eye on this, for what its worth ^_^)

October 3, 2013 | Unregistered CommenterJay

Thanks, I appreciate it! We're looking to do an official reveal in March 2014 :)

October 5, 2013 | Registered CommenterNezabyte

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