Godot Tactics RPG – 13. Ability Range

7thSage again. Welcome back. This time we’ll be expanding upon pathfinding from earlier in the series and creating some different range options for our attacks. While some attacks might be a simple distance like our movement, other attacks might use a pattern such as a line or a cone. I did break from the original lessons on the specific formulas used in the different range options, but in the process I tried to add some additional functionality, and added a few new shapes. I hope you like them.

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Godot Tactics RPG – 12. Stat Panel

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.

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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.

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Godot Tactics RPG – 05. Pathfinding

It’s me 7thSage again. I’m back again for part 5. Pathfinding. I expect that this is probably the one a lot of you have been waiting for. Some of you may be expecting us to go down the road of A*(read as A Star), instead we’ll be using a simpler, and in this case faster, method. As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. During our search instead of saving multiple paths, we leave trails of breadcrumbs that we can follow back from any tile we later choose.

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