Generic progress report go!

OK I know I said this month would be slower because I'd be traveling and taking some time off and I swear I did (thought I had to cancel going to Ireland because of a Covid scare) but still found time to add... actually quite a lot of stuff. I mostly focused on adding features to the battle engine.

(it should go without saying: since we've been mostly focusing on the engine and UI design, all these graphics are still only a step past being placeholders)

Line of sight: I was able to re-use a lot of code from the demo, which itself borrowed this algorithm from the rougelike community. I spent a weekend trying to optimize it enough to use in gdscript instead of c#, but it ended up being too slow. To calculate for an entire map, the gdscript version took around ~25 seconds to run as opposed to the ~2 seconds in C#. This means that there's not going to be another web version of the game until Godot 4 is able to export C# code to html5 — which I've seen a few mentions that it's being worked on so a browser demo remains possibly possible eventually.


Pathfinding: Godot's built-in A* algo is not set up to have multiple possible movement costs to enter the same tile (such as the difference between climbing a cliff and stepping there from the same elevation) so I had to come up with a sorta-weird hack where I stacked a bunch of pathfinding nodes at the same tile; one for every possible movement cost that could enter that tile. It now is smart enough to use ramps and step up cliffs gradually using shorter climbable objects as stepping stones.


Attack animations: Although we haven't been focusing on the fancy graphical juice of the game, I still needed to set up the structures that would contain the animation data. Not much to say here besides we've done so and will probably flesh it out more once we start focusing on game feel.



Destructible terrain: terrain tiles now can transform into another specified tile when they are damaged (half health) or destroyed. I also added support for multi-tile terrain objects (like large rocks) that share a single health pool.



Enemy AI: I've added a draft of a controller that gets the enemy to run around and use their weapons. I've tried to make it a little more robust than the version in the demo where they just run at you until they're in range and then shoot, but of course this means there's now more room for strange behaviors. For instance, some of them are currently doing a weird little dance before and after they shoot.


Weapon profiles: it's a very strange experience playing Baldur's Gate 3 while working on a video game adaptation of a different TTRPG. I feel like I have a little peek behind the curtain having dealt with many of the same challenges inherent in doing so. One such challenge is how to wrangle the many, many actions available to a character and deal with those actions contextually becoming available and unavailable.

For example, in BG3, when you cast the Hex spell on someone, you become able to re-apply that Hex to a different enemy without spending another spell slot. One way to approach this would be to give some kind of discount on the Hex action so using it again doesn't cost a slot — but what they've done instead is a far more flexible, modular, and stateless solution: they simply make an entirely separate second version of the action which does not cost a spell slot show up in your action bar. Having abilities be able to just in general hide and show various versions of actions means you can use that same system for weapon profiles, charged and uncharged modes, and temporary bonus actions like the re-application of hexes.

So we've copied this for LT. Here's the Drake's assault cannon, which has two modes: regular and spinning. Using the "spin up" action hides itself and the regular attack, then shows the spinning and "spin down" actions. This is also a glimpse at the direction Mark has been going for the player interface — we're taking some more pages out of BG3's book and making an icon-and-tooltip-rich action bar instead of the demo's nested radial menu system which was stylish but we think would end up being too impractical.


Contextual actions: Sometimes you need to take an action that comes from your environment instead of from your own abilities. Since we've done a good job keeping the code for the actions stateless (they don't know anything about where they are or who they belong to beyond what we tell them when they're activated) it was just a matter of asking a unit's neighbors if they have any actions they'd like to share. Here's an example of that in action: a restock drone giving an adjacent ally an action to consume the drone.


Finally, I don't have a good gif for it, but I expanded the Buff/ongoing status condition system to have the ability to run custom snippets of code in reaction to events, just like legit Reactions do. This will give us the ability to do strange one-off things like handle the Witch's Chain ability that monitors how far the unit it is applied to moves and do nasty stuff when triggered.

Next month we're planning be shifting away from the battle engine somewhat and working on more character sheet + pilot portrait maker stuff.

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Event system, aka, how to handle nested "you've activated my trap card" triggers

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Portrait maker, dialogue bubbles, working towards a vertical slice