Tuesday, January 28, 2014

End of Day 8 - Animations!!! (oh, and you can look at item inventories too)

So, now the game is starting to look like a reasonable game, with enemy turns actually playing out in ways such that you can see what is going on instead of just flying by, as I have added all the following things to make things look reasonable:

Attack animations: health bars pop up when you attack, and they even do a neat little shrinking animation instead of jumping to lower values. All I have to add is some sort of little animation performed by the sprite, and this will actually be basically up to the standards of the "map animations" of modern Fire Emblems

Enemy Turn Wait: instead of the enemy doing everything at a mile a minute, not only do attack animations play out during the opponent's turn, but also if a unit just moved, there will be a brief pause before the next unit is moved

Turn Banners: A little thing pops up saying "Player Turn" or "Enemy Turn" - this is a feature of all FEs, and something that helps make it clear what is going on.

And on the "make clear what is going on" front, you can also now see the (entirely unexciting, containing only iron swords) weapon inventories of units in play, and said weapons do decay with use (not that I have implemented them breaking yet or anything, as there is no way a weapon could break in the very short demo that currently exists)


So, with all of this, all I need to implement tomorrow is implement a win condition, and I will have a game. A game with almost no content, but a game nonetheless.

Edit: oh yeah pretty pictures


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