- I've started brainstorming how to implement counter actions, which will be pretty simple methinks. There are some caveats, but it'll basically be the same as FFT: Server tells clients to cast initial skill, then the server walks through the affected units, checks if unit has a counter skill, calculate if the counter will occur, check if it is smart for the counter to occur and finally if the enemy is even in the counter skill's range. If these all come back positive, the server will send out a counter skill. This skill command will probably have a special flag to prevent a never ending chain of counters.
- Working on implementing the shading effect where units and the stage are dimmed out during certain skills. It helps give the skill a more cinematic feel. I have to implement a "tint" attribute to the characters to change their colors in the shader, but I needed to do that anyways for status effects like poison.
- Implemented, albeit not very flexible yet. The skill system executes things like "play sound", "animate character", "activate particle" in layers. This means the engine doesn't allow you to play a sound on x frame of an animation. Allowing that will not require a lot of restructuring, but I need to make sure I plan it out well.Art
I don't think it's a secret that I'm bad at art. The characters, environments, textures and even the UI have been a big weak point of the game engine. The engine is far enough along that this is becoming an issue to me with the stages being especially bad. Don't hesitate to constructively point out that something looks like garbage.
Oh god, the fisheye perspective X____X
The above is probably the most useful bit of feedback I've received and resulted in the most dramatic and appealing change. Don't worry about being blunt and don't hesitate to ask questions.Demo Plans
Next demo will be fairly limited in that it'll just be a single battle between two identical monster teams. A bit of a step back, but I figure it's easier to limit the scope to get useful feedback. The squid will be usable, but his animations will be limited.
As always, thanks for the kind words.