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.
Continue readingAuthor: 7thSage
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.
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 readingGodot 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 readingGodot 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 readingGodot 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.
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.
Godot Tactics RPG – 04. State Machine
Hi, 7thsage again. I’m back for part 4. State Machines. We got most of the setup done last lesson so this time around we can focus mostly on just the state machines.