Books by Babel

July 2018 (Week 2)

+ Starting working on the project again
+ Fixed the state of tiles not being saved
+ Created a few new components for more varied skill and tile effects
+ Reworked the tag system to be more dynamic and extendable
- I forgot how messy my code base is D:
- ...

May 2018 (Week 3)

+ Implemented a hotbar syatem, moving away from menu driven combat
+ Hotkeys control the hotbar
+ Each player controlled unit has it's own layout
+ Reworked the item system to add activate-able/consumable items
- Need to implement rebind-able keys
- Need to fix a few weird glitches after the item rework

May 2018 (Week 2)

+ Add some animations finally
+ Implemented a hotbar to make combat less menu driven and more fluid
+ Start planned out some more content
- Feeling a little burned out after the push to demo day, going to take it easy on the programming this week

May 2018 (Week 1)

+ Posted a Demo!
+ Added a heal/damage over time component for buffs and debuffs
+ Added a buff component that can modify skills so you can have flaming weapons
+ Added a component that allows skills to use other skills so you can have skill that attacks twice
+ Added a new indicator to show whose turn it is
- Some parts of the game state aren't saved/loaded properly right now
- Really need to get around to working on more interesting AI

April 2018 (Week 4)

+ Reworked the combat system
+ Added a preview panel to see the effects of skills before used
+ Fixed AI units moving onto tiles already occupied by other AI units
+ Cleaned up some of the controls
+ Units are now restricted to one move and one action per turn
- I broke the map editor so it probably wont be in the demo day build

April 2018 (Week 3)

+ You can now save during battles
+ Some quality of life/UI cleaned up (turn order not showing up during cut-scenes etc)
+ Summoned Skeleton units now have their own sprite
- In the middle of reworking the combat code and it's a mess
- Not sure what I want to add/clean up for DD20

April 2018 (Week 2)

+ Tiles now have a chance of catching on fire when hit with a fire type skill
+ Fire on tiles can spread to adjacent tiles now
+ Units stay on the map when dead so other units can do stuff to them
+ Raise Dead skill added
+ Add rewards for completing missions
- Still haven't fixed a weird animation glitch

April 2018 (Week 1)

+ Lot's of refactoring
+ Reworked the data side of things so content is easier to add
- No new content or really an forward progress on new systems

March 2018 (Week 5)

+ Units can now actually learn abilities
+ Started working on the buff/debuff system
+ Better mouse and keyboard controls
+ Visual Indicator for the turn order of all the units
+ Stat effecting buffs and debuffs implemented
+ Buffs and Debuffs that add effects to attacks implemented
- The code for the buff system is pretty spaghetti-fied atm
- Resolve wavers

March 2018 (Week 4)

+ The guts for a player base/headquarters is in
+ Added the ability to summon units (like skeletons, elemental, etc)
+ Added a "cone" target type for breath style abilities
+ Added the guts of cutscenes/dialogue before a mission
+ Added mission select and party management to the player's base/headquarters
- Missed a few recaps due to midterms and spring break
- Progress has been slow
- Still have a lot of cleaning up to do
- Still need to implement some feedback from DD
- Constantly fighting the urge to switch to isometric style

March 2018 (Week 1)

+ Posted a bad demo to demo day
+ Started implementing a buff/debuff system
+ Implemented a 'Tags' and 'Attributes system for skills and tiles (basically, a fire skill can now set flammable ties on fire and that fire can spread to flammable neighbors)
- Need to implement some of the advice I got from DD
- Still need to play all of your wonderful demos :)

February 2018 (Week 4)

+ Implemented Items
+ Implemented Equipement
+ Implemented a Class/Job system
+ Implemented a Quest/Mission system
+ You can now choose which units you want to use for the mission
+ Lots of refactoring and cleanup
- Spent some time making a new sprite that isn't very readable
- The code for the AI logic is a real shit show right now
- Still needs some polish before DD19
- Not very fun right now

February 2018 (Week 3)

+ Slightly better AI
+ Basic skill framework implemented
- Wasted sometime playing Godot
- I don't know what I'm doing

February 2018 (Week 1)

+ Action menu for moving, attacking, abilities, waiting, etc
+ Moved to a top down perspective to make my life easier
- Spent a bunch of time solving isometric problems that wont be used now

January 2018 (Week 4)

+ Started deving!
+ Basic unit spawning
+ BFS to determine movement and attack rnages
+ Basic map editor for easy content creation/modding
- Code base is already kind of a mess