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Post by cerulea on Jun 30, 2018 13:58:57 GMT
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Post by Admin on Jul 1, 2018 17:37:04 GMT
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Post by cerulea on Jul 28, 2018 1:42:32 GMT
Hello! Been a while, but got it running well! I was having difficulties actually getting and writing in the build itself, but I seem to have gotten around that now. I took some extra time and managed to figure out a customized characterfactory that could use my saved data. (Can build for OS X correctly anyway at least.) I have a full roster loader and can view stats, change jobs based on job level, change equipment. Also set the Init battle script to load in my player array instead of the hard coded units. (Split the spawn units function, unit factory still spawns the enemy, but player is spawned from my character factory modified class.) I then catch the level up and track job levels, which I use to change jobs.
Few ideas to bounce off you if you have any suggestions or comments.
1. My items use a scriptable object recipe, so I might look into creating a factory type for them next, then a spreadsheet can give the data and I just reparse to update my item so.
2. I also will soon look at the Init battle state script closer. I am debating the best way to go about it. I am considering making the enemy units a private serialized array. Doing this, my battles would be separate scenes and then I would input the correct enemy recipe names for that scene.
3. The same could be done for the victory conditions. ( maybe a drop down to select one.)
4. Same for the cut scene state, maybe find a way to set the conversation chosen from the inspector for the intro and outro conversations. This could then be used as story line battles with animated intro scenes, battles, then animated outro as well.
5. For random battles maybe I will simply use a random range 4-8 enemies, random recipes folder for the enemies. Not sure yet what I will do here.
6. Finally, I will go to implement unit placement on the board soon as well. Maybe I can somehow get the positions of the center tiles on just one side to use as placement options, then do the same for the enemy. Not sure how to go about this yet, also need to be able to limit player unit number per battle.
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Post by Admin on Jul 30, 2018 14:06:35 GMT
It sounds like you've got the right idea, I think you will be able to do it! Regarding number six, you probably do know how to do what you want, you may just not have considered it. Just like you can define a level with a scriptable object (or any other kind of persisted data that you want to use) you can create more scriptable objects to hold whatever other information you want. That can include the point positions for legal ally spawn points, as well as spawn points and orientations for enemies. There might be positions marked for random spawn locations as well as important positions specific to special loads (like a boss, or if a fight needs units in a particular formation). Good luck!
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