First (not showable by video), I overhauled the menu system into a state machine, making moving from various map and menu states much cleaner and easier.
Second, this video shows the generation of the movement tiles when the player wants to move a unit. It’s still a little buggy when selecting the target tile, but it’s very close.
Hopefully in time for C-Day: Movement logic bug free, Exhaustion system (unit can’t move more than once per turn), Turn progression, Three basic levels.
I’m behind in weeks, so I’ll just be posting up a new video each week to illustrate my progress. Here’s video 2 where I show that I have the Main Menu stuff, and by extension a lot of the Unit Menu stuff, finished. Next will be recognizing if I’m over a player controlled unit and opening the Unit Menu instead of the Main Menu.
Obtained all the art assets I’ll need to use. (These are placeholder and only for this project as it exists in a scholastic setting. Once base mechanics are complete and I’m ready to launch it beyond a learning effort original art will be used.)
Previews from the Various packages I’ve downloaded:
The game is flying along at about a 5% completed status. Cursor is in with its animation and sfx, background music for the first level, and a really basic map and tactics grid.
To come next:
- Finish Main Menu Assets
- Spawn MM on button press (when cursor is on empty/non-unit space)
- Controls migrate to MM, rest of game pauses (MM logic)