7thSage again. Welcome back to part 10 of our tutorial. This time we’ll be working on setting up the ability to manage items and equipment. Last time we added stats, now lets make some more use of them. We’re now able to add things like increasing attack when we equip our sword, or recover health if we use a potion.
Continue readingProjects
Godot Tactics RPG – 09. Stats
7thSage again. This time we’re going to start laying some groundwork for our stats, focusing primarily on Level and Experience for the time being.
Continue readingGodot Tactics RPG – 08. Ability Menu
7thSage again. This time we’ll be working to extend our UI a bit. We’ll be creating a menu to choose which action to take and add a rough implementation of a turn system to cycle through characters. We’ll also add the ability to cancel actions, and create an object pool to store our menu items.
Continue readingD20 RPG – Weapons
“Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.” – Douglas MacArthur
D20 RPG – Attack Training
“We have so much time and so little to do. Strike that, reverse it.” ― Roald Dahl
Godot Tactics RPG – 07. Conversations
7thSage again. Welcome back to part 7 of the Tactics tutorial. This time we’re continuing where we left off with the last lesson and building up our UI. This time we’re adding a system to display dialog.
Continue readingD20 RPG – Perception & Initiative
“I see what you did there.” – source unclear (see what I did there?)
D20 RPG – Saving Throws
I had planned for the next step in creating our hero party to be implementing the hero’s class. However, the class holds several bits of information around mechanics we still need to implement, so we will take a bit of a detour, starting with Saving Throws.
D20 RPG – Backgrounds
“Blacksmithing might be an ancient profession, but you are its cutting edge…” – Alloysmith, Pathfinder
Godot Tactics RPG – 06. Anchored UI
7thSage again. Welcome back to part 6. This time we’ll be working on some scripts to make working with anchor points in code a bit simpler, and allow us to animate some things in our UI.