Working ATB-sensitive active unit switching in battle
When I wired in the ATB timers, I made sure the UI would queue units who were ready but didn't have focus, so it ended up being fairly trivial to get available unit switching implemented (minus the standard Unity struggles, of course).
And while I didn't think to show it in this little demo, the battle menus do get focus correctly now. I think the biggest piece of the battle flow should be next: Getting single- and multi-unit targeting working in the UI and wiring up that logic on the server.
I haven't mitigated the ATB gauge delay yet, though I've started getting a server-client lag check in place to hopefully get it a lot closer to being accurate. I might punt on finishing that for now, though; I really want to get basic attack and maybe defend working.
Vigilant Carnival
A WIP FFVI-like multiplayer-capable RPG (probably starting out as a roguelike/generic dungeon crawler).
Status | Prototype |
Author | internationalfish |
Genre | Role Playing |
Tags | 2D, clojure, Unity |
More posts
- Jumping back in with server-side improvements, and battle updates to comeOct 21, 2020
- Reimplementation of client has (already) startedApr 23, 2020
- The first UI indications of working server-side ATB timingApr 17, 2020
- SNES FF-style battle UI startedApr 10, 2020
- Menu refactoring and map reformattingApr 04, 2020
- Dynamic menu generation from JSON in C#!Mar 30, 2020
- Upgrades. Meh.Mar 19, 2020
- First menu action!Mar 16, 2020
- Dialog updates, scaling trouble, and starting menusMar 16, 2020
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