Monday, November 18, 2013

Enemies placed


I've just created special game objects for PCs and NPCs, which each derive from a base character class. There's currently no functionality, no behavior attached to these new objects, but that's coming in time.

I rearranged the code that finds spawn locations, and now I'm able to select a subset of potential spawn locations and put the PCs and NPCs in those locations.

I also adjusted the pathfinding code in the above situation; the map allows the player to go South, and then West, and then North, to get to the pikemen and archers in the Northwest of the map, but the player hasn't explored the connecting passageway, so the pathfinder shouldn't allow the player to just click into that room.

On the TODO list:

  • enemies that see player characters should approach, if they have a melee weapon, or hang back, if they have clear lines of sight and ranged weapons.
  • enemies that have a clear attack should attack on their turn
  • initiative ordering
  • display initiative
  • highlight the PC whose move it is
  • allow multiple characters to move (currently there's only just the fighter PC)
  • allow ranged attacks for PCs
  • resolve combat
  • display combat results onscreen (dialog?)
  • revoke player orders when discovering a new enemy
  • doors that open and close
Part of me thinks that's not a lot, part of me thinks it's huge.

We'll see how much gets done by the end of November.

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