In this lesson we will add some visual elements to help make our battle scene more fun to look at.
Our adventurers are arguably looking for trouble, and it is high time that they found it! In this lesson we will be laying the foundations so that the game can begin a combat encounter!
In this lesson we will be putting our adventurer’s skills to the test.
It’s a bit funny to think about, but we’ve made it pretty far into our solo adventure project without actually creating the adventurer.
In the last lesson I created an Entry which mentions the possibility of jumping across a hole. In pathfinder, a “challenge” like this is determined with some sort of skill check. Of course we need to define what a Skill is first!
You’ve probably noticed I have left a few placeholder spots for entry “links” along the way. In this lesson we will implement one by adding a sort of item inventory.
We can create and display an Entry asset, but won’t be able to fully test our work without a a few more important steps.
It’s time to make a grand entry!
It’s time to go exploring!
So far our project can go from a loading screen to a main menu. You can “start” a “New Game” but nothing is really happening under the hood. The AppFlow will just start another pass of its own loop and show the menu once again. In this lesson we will connect the menu selection to the process of actually creating a game.