Version 0.0.031: New moves, New tutorial

Longer tutorial
My tutorial was too brief - too much information at once, not enough information to assure players. So now I try to spell out more information. There are still pages that are too cramped, but I'll need more feedback before I make a move.
Pathfinding Rewrite leads to more aggressivon
I finially rewrote my Pathfinding algorithm. It will be easier to reuse for things that aren't maps, and it's easier to debug. I love deleting 3000 lines of code! As a side effect I had to rewrite some of the AI and now the enemies are more aggressive. Some testers found the old AI too passive, so this will help spice things up for now.
All chances to hit are shown
Percentages have to add up to 100%, right? I was omiting one of the 4 outcomes to save on room but that led to more confusion. So instead you can see all four outcomes.
What's next?
I want to rewrite movement so you can move freely within a zone until you decide to act. I'll start taking steps to rewrite my code to support this.
Scroll map controls: either click and drag the mouse or use the mouse wheel.
Files
The Battle of Fell Desert
Turn Based Strategy in a magical desert land
Status | In development |
Author | Chadius |
Genre | Strategy |
More posts
- Version 0.0.053 - Action Point Cost under the Action Buttons3 days ago
- Version 0.0.052 - Keyboard controls to select actions8 days ago
- Release 0.0.051: Attack Roll Thermometer14 days ago
- Version 0.0.050 - Attack Modifier Animation and a Readme24 days ago
- Version 0.0.049: Animated dice rolling and speedup30 days ago
- Version 0.0.048: Training Wheels are go36 days ago
- Version 0.0.047: New Reaction Drop45 days ago
- Nahla Sketch52 days ago
- Version 0.0.046: Status Ailment Tabs59 days ago
- Version 0.0.045: Action Hints65 days ago
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