7thSage here again, welcome back to part 3 of the Godot Tactics tutorial. Sorry about the long delay. Life has been fairly hectic lately.
During a project it is important to stop and reflect on what you’ve implemented and see if you like it or not. In some cases this will lead to “refactoring” – the restructuring of architecture to improve upon it.
“If you find a path with no obstacles, it probably doesn’t lead anywhere.” – Frank A. Clark
In this lesson we will look at making custom boards for our encounters that are data-driven and skinned in a Tilemap.
In this lesson we will examine how our dependencies can observe and invoke events.
Hey, its me 7thSage again, welcome back to part 2 of the Godot Tactics series. This week we’ll be dipping our toes into the first bit of Gdscript for the project. We’ll create everything we need to build our tiles and generate a board or two.
“A constant struggle, a ceaseless battle to bring success from inhospitable surroundings, is the price of all great achievements” – Orison Swett Marden
“If you live each day as if it was your last, someday you’ll most certainly be right.” – Steve Jobs
It is my privilege to welcome my first contributor to the website, William Allen aka 7thSage!
In the last lesson we implemented attack rolls and even saw a glimpse of damage rolls, though no damage has yet been applied. This aspect of the game, like nearly every aspect has rule after rule and exceptions to those rules. Let’s take a deeper dive into applying damage.