XVI

May 2018 (Week 1)

+ Added in some new ways a card can trigger effect, on draw/discard etc.
+ Added some new cards
+ Started looking at replacing the card UI
- Making the cards canvas objects is going to be an enormous headache and I need to make a lot of design decisions

April 2018 (Week 4)

+ Finished overhaul, started putting new functionality to work
+ Some new cards
- Bugs

April 2018 (Week 3)

+ Total overhaul of card system. Cards now contain a list of actions that they execute, making it much easier to make new cards, particularly ones just combining simple things like attacks and status effects
- With the current number of cards and actions this has actually resulted in more scripts than before. Should change with time though

April 2018 (Week 2)

+ Started reworking my card system into being more generic
- The new system has some issues that I'm struggling with

April 2018 (Week 1)

+ A few more cards and status effects including changing some internal logic
- I'm starting to hit the limits of my current card creation system, I wish it was more generic

March 2018 (Week 5)

+ Restructured internal logic so that all events are instant and the visuals just catch up
+ This fixed some issues with status effects that triggered on opponents turns e.g. Riposting
+ Also included separating the stats shown on the UI and what they actually are
+ Added a new card or two
+ More temporary UI features, showing the players resource and what cards cost
- Still too lazy to start on models
- I can't decide if cards should be UI or world objects

March 2018 (Week 4)

+ Added 5 or 6 new cards, including status effects
+ Added a basic UI to show character health, block, status effects
+ Implemented a resource mechanic for the player to make it in line with enemies
+ Fixed up a lot of conflicting logic e.g. when trying to play a new card while already targeting another
+ Let the AI actually do something if there's no path to the player
+ Lots of refactoring and general improvements
- Forgot to recap twice in a row
- Still looks like ass

March 2018 (Week 1)

+ First recap, after a few weeks work
+ Implemented cards, decks, drawing, cycling discards, movement cards, attack cards, targeting tiles, targeting characters, targeting directions, enemy AI, pathfinding, turns, status effects, basic UI
- Character model still unfinished, using something from an old project