Another slow weekend with not a lot to show yet. I’ve been digging into my simulation model again and working on some of the halting, awkward motion that both my tactical maps and, surprisingly, my overworld maps have had. I’ve gotten a few complaints about it, and I couldn’t deny that it was really harming the feeling of speed I wanted to maintain.
A couple weeks ago I revised my input system so the player could queue up movements and move many squares quickly. However, the player was not able to move that smoothly because the system always gave the rest of the world a chance to move before processing the next player action. However, this happens even if there is nobody to move (such as when the player is going very fast and executes multiple moves per enemy turn), and even if there were no enemies at all (such as in the overworld)!
This was a useful thing to iron out, and I created a system where the game will stretch out executing any turn based on the longest time given it. This defaults to 0.2, but with this, the player could execute a full, second-long super attack if he wanted. Also, if no enemies are on screen, their moves are shorted or eliminated if they are far outside of the player’s awareness. This gives me a lot more flexibility.
I also have turned into a bit of a Unity Asset Store addict. I found some great music, vehicle models, terrain textures and even some more dang rocks… it’s rather shocking how hard it is to find rocks that look good and fit with the rest of your stuff. Looking forward to the next thing on my list, which is to create “templates”, or groups of objects to use in level generation. Should be fun!