7thSage again. This time we’ll be creating some more UI elements. We’ve been working with stats for a few lessons now, and its time we created something to show at least some of them. We’ll create a pair of panels to show the character’s name, level, HP and MP values. We’ll be mostly using the primary panel for now. The secondary panel we’ll use later for the target of an action.
Godot Tactics RPG – 11. Jobs
7thSage again. This time we’ll be working on adding a job system. Providing different stats and growth characteristics depending on which job a unit has. We’ll be loading in a .csv file, and creating a prefab for each job in code. We’ll also be adding some of the elements from the last couple lessons to our actual game characters.
Continue readingD20 RPG – Refactor Injection
In the past, I have often created multiple iterations of prototypes before ever posting any content about it. This project has been raw – you are seeing it as I develop it. The hopeful benefit to that approach is that I am better able to share my thought processes behind each step of the way. That includes showing when I may decide I’ve gone down a wrong road, or at least that there is a better way to do something. While refactoring isn’t necessarily the most fun thing to work on, it is an important part of the process, and I think you’ll enjoy some of the changes I will make.
Reflecting on Dependency
It’s been a little while since I last updated my D20 project series. So, I want to take a moment to “reflect” on the architecture pattern I had been using for managing dependencies. There is a bit of a play on words there, because I had so much fun with “reflection” in my previous post, that I decided to experiment a bit more on how it could be used for a something that feels like auto-injection.
Attributes & Execution Order
When working in Unity, a lot of times making good use of both Awake and Start can be enough of an “execution order” to handle the initialization of your systems. For example, you can use Awake to make sure that local references are hooked up, then use Start to handle any coordinated or delayed initialization that might need to occur. This lesson is really about what you do when those two entry points are not enough.
Godot Tactics RPG – 10. Items and Equipment
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 readingGodot 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