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  1. Nov 24, 2018
  2. Nov 23, 2018
  3. Nov 22, 2018
  4. Nov 21, 2018
    • Nathan Lovato's avatar
      Add Godette battler sprite · 1b854e9e
      Nathan Lovato authored
      1b854e9e
    • GodofGrunts's avatar
    • Nicholas Hydock's avatar
      Improve data persistence in an out of combat · 51f68d9e
      Nicholas Hydock authored
      Reduces a lot of the object designs to be reusable resources that act as templates for factory methods.
      51f68d9e
    • Nicholas Hydock's avatar
      Add Battle Formations · 4b85d6c3
      Nicholas Hydock authored
      4b85d6c3
    • SalvoB's avatar
      Local map (#27) · 249cd6ea
      SalvoB authored
      * Update the readme, write about characters and a little bit about combat
      
      Part 2 of #13
      
      * first mockup for grid movement
      
      * back to defaul enviroment
      
      * Get the right information when creating the battle scene from the localmap scene
      
      * first mockup for grid movement
      
      * back to defaul enviroment
      
      * Get the right information when creating the battle scene from the localmap scene
      
      * substitute Game scene with the one with local map
      
      * add local map and transition from it to combat
      
      * cleanup incongruences between versions
      
      * Add localmap to the scene
      
      * bugfix for wrong indentation in Battler.gd . Avoid continously transition to combat if the player keeps the direction button towards the enemy (in the map)
      
      * Deleted template comments; Class, script and filename renamed in CamelCase;
      Signal in LocalMap connected in parent node.
      249cd6ea
  5. Nov 20, 2018
    • Nathan Lovato's avatar
      Merge pull request #35 from guilhermehto/master · 02626e12
      Nathan Lovato authored
      Mana bars added
      02626e12
    • Guilherme Oliveira's avatar
      Mana bars added · 1e9ec829
      Guilherme Oliveira authored
      The bars system has been refactored. It's now possible to easily extend
      it to create different bars i.e. stamina, rage, energy, etc..
      The interface anchor has been removed and replaced with a proper control
      node to hold the bars. Folder structure has also been cleaned.
      
      Note that the newly added manabar will not show as of now since the
      characters do not have mana at level 1 (not sure why). They were
      configured to only appear if the battler has more than 0 of max mana.
      
      Closes #31
      1e9ec829
    • Nathan Lovato's avatar
      Merge pull request #34 from nhydock/character-growth · d9477b94
      Nathan Lovato authored
      Add Character Growth
      d9477b94
    • Nicholas Hydock's avatar
      Add Character Growth · 1be1379b
      Nicholas Hydock authored
      Characters gain experience points at the end of battle, which contribute to their level.  Levels determine stat growth along defined curves for each character.
      1be1379b
  6. Nov 19, 2018
    • Nathan Lovato's avatar
      Merge pull request #32 from guilhermehto/master · 827dfe4c
      Nathan Lovato authored
      Skills system added
      827dfe4c
    • Guilherme Oliveira's avatar
      Skills system added · 5c2dab7f
      Guilherme Oliveira authored
      It's now possible to add skills as resources and use them in combat.
      Some changes:
      
      - Initial stats now have mana
      - A combat action for skills has been added
      - A really simple menu to select which action to perform in the given
      turn
      - Resource for skills
      - Skills can be executed on a given chance
      
      What can be improved:
      - As of now, the skills have a `base_damage` which is added on top of the
      already calculated damage in the `Hit` script. We might want to use the
      strength as a multiplier to increase the overall damage of the skill,
      for instance, instead of just adding them together.
      
      - The menu for selecting the action is really simple and the UX is bad
      to say the least. I'll create a separate issue for this.
      
      - Skills are only available as a form of attack, i.e. you can't create
      healing skill with the current system. But it can be extended to do so.
      
      - They are not specific to jobs. For instance, both Dan and Blue are
      fighters, but you'll have to add skills to them separately. Though, this
      is most due to how they were created. We should probably create a
      separate FighterJob and add the skills to them, this would fix the
      problem imo.
      
      Closes #16 and #15
      5c2dab7f
  7. Nov 17, 2018
  8. Nov 06, 2018
  9. Nov 05, 2018
  10. Nov 04, 2018
  11. Oct 23, 2018
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