Jumping back in with server-side improvements, and battle updates to come
So a lot got in the way -- the whole pandemic thing hasn't helped, and my young spawn also demands some time occasionally -- but I finally got back into working on this a bit, so I figured I'd resurrect this thread.
After the last update, I made a whole lot of progress on UI layer handling (including lots of effective focus shenanigans), and today I finished most of the important work involved in moving to a single thread per battle, which is a massive scalability improvement. Also just generally a lot easier to work with, so that's also something. It's also set up -- as I wanted but haven't really prioritized -- to enable any number of human players to control any number of characters in either party in a fight, so that's pretty sweet.
I'm to the point where it's time to get in-battle actions going. Starting with just basic attack and defense, this should lay the groundwork nicely for whatever spells/skills/whatever I'll hopefully get running down the road.
If job hunting and, you know, actually doing my current job don't get in the way, hopefully I'll have a bit of a visual aid this weekend or early next week. :)
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
- Reimplementation of client has (already) startedApr 23, 2020
- Working ATB-sensitive active unit switching in battleApr 20, 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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