Ren'Py Abandoned [DevLog] Era Drakonis - combat engine ready and downloadable for playtest

Eliont

Member
Game Developer
Jul 16, 2018
159
92
Combat system working, though without some features, and i send build to some friend to test it.
When detected flaws will be fixed, i will publish it here to open test.
 
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Eliont

Member
Game Developer
Jul 16, 2018
159
92
+ Ability to skip turn
+ Move forward / backward
+ Floating text show damage / heal values
+ Highlighted vignette to see who is currently selected
+ Flashing combat images also use these vignette edges
+ Colourful HP bars
+ Resistances implemented, having res rating and calculated from it actual damage reducing percentage value
+ Prepare for combat option - extra promt before any action begins
+ Soft max amount of skills is 6, hard max amount is 10 ( -1 speed, -10 unit acc for taking skill slots 7-10 )
+ Full unit info view mode
+ Scroll bar if there are more then six skills
+ Show ac / dmg for all targets in a multi-target attack
+ Keyboard 1-9-0 to select skill => 1 - 4 to use on 1 - 4 pos target, space to deselect skill
+ Heal skills
+ Heal can crit and show estimated heal as damaging ones do
+ Some skills have cooldowns
+ Vignettes for initiative bar images
+ Cut-in anim and floating text slowed down
+ Unit move between positions speed up 2x
+ If skill must target ally unit - cut-in anim card will be shown from other screen edge to not overlap with skill anim sprite
+ Miss floating text will be "MISS" word and not shown as zero damage dealt anymore
+ If you don't have any skill selected, clicking it will bring detailed unit info screen. Click anywhere to close it.
+ In case of critical hit there are critical multiplier shown in combat log record
+ Escaping from combat

+ New set of settings, accessible by game menu => "Gameplay"
+ Hotkey to move unit forward - letter "D"
+ Hotkey to move unit backward - letter "A"
+ Hotkey to skip current unit turn - letter "X"
+ Battle configurator retain configured squads state between fights, hp of units will be restored and cooldowns cleared
+ HP bar now smaller and moved to space inside battler card
+ Cut-in anim, floating text anim, skill anim, unit move anim, unit control panel anim can be disabled to speed up combat gameplay or if you have issues with it.
+ "Use keyboard controls" preference to activate keyboard controls and show it's hints
+ Scrollbar on unit control panel visible only when more then six skills set.
+ You can see mob skills cooldowns in full unit view mode
+ Mobs reporting with floating text if they skipping turns.

+ Unit death anim
+ Units move forward if frontline destroyed
+ Dead units now just grayscale portrait with vignette, but without name/hp
+ Preference to disable unit death animation
+ While skill effect playing there are skill name showing, now with curly font with increased font size
+ If both cut-in and skill animations disabled, floating text (if enabled) only lasts half of a second
+ Squad save and load from battle configurator screen.


Not implemented: Secondary skill effects

 

Eliont

Member
Game Developer
Jul 16, 2018
159
92
Combat engine fully complete, will upload it to playtest during next week, after checking with friends firstly.
 

Eliont

Member
Game Developer
Jul 16, 2018
159
92
Combat engine ready and playable.
 

caju

Well-Known Member
Oct 5, 2017
1,170
1,141
Slows my old system a bit (not too much)
I guess I was kind of hoping it could be rebuilt faster while being functional.
Then, upgrade graphics once you have a working game.
I dont have any real experience in game design/programming to tell me best practices though.
What is here is nice.
 

Eliont

Member
Game Developer
Jul 16, 2018
159
92
Fixed combat engine bug with "damage_up_vs_poisoned" tag, tnx fo report.
 

Eliont

Member
Game Developer
Jul 16, 2018
159
92
For all this time got sucked into experiments with Stable Diffusion.
Here are data model merge on what i worked past days.

Somewhat late, but Happy New Year all lurkers here!

 
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