Welcome to our forty-second blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it! We’ve been gathering more and more artwork and such in preparation for the launch; for example, the image above will be our official cover art.
In this post, we’d like to continue on our biggest series by discussing Units, and various aspects that make them function.
There has been quite a lot of coding done to ensure Units function adequately and do exactly what we need them to do. Bear in mind- the Unit class is responsible for acting as the ‘house’ in which all other functions are invoked from- Abilities, Status Effects, etc. etc. We have basic functions like Health and Mana and Movement Speed and View Distance and so forth that comprise the Unit. But then we have advanced characteristics, some of which we’ll be going into in this post, that really allows us to further define Units in the grand scheme of getting them to function how we need them to.
Resource Type is an interesting variable. On a Unit’s death, it grants the Player X amount of said Resources. This can be anything from basic Resources, to other aspects of what we need them for such as important resources like Tomes, used for advancing Units to further classes.
Alliances are critical for applying functionality to the game’s combat. In this project, many fights take place versus other large groups of foes. As such, its important to be able to tell when the entire group is slain rather than just individual Units. Alliances take care of this- it tracks when the group of foes is slain, and gives the reward as a result when that requirement is met.
As part of a Unit’s AI, after a certain amount of time, the Unit attempts to return to its starting location. This is important enemy AI logic to ensure Units don’t chase forever. However, we can disable this to get some interesting foes, such as one of our bosses, the Drake.
The Fog also plays a key role in gameplay- Units in the Fog are hidden and fully disabled, unable to interact with anything. This is important to save CPU computation time of course. But we can deactivate this aspect on some enemies to make them still enabled, even while in the fog. This allows for some boss fights the Player can’t simply flee from when things get too hectic.
Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!
If you’re brand new, consider checking out our trailer and overall description of the game here.