I’m still pondering the right way to incorporate real-time Animations in with a turn-based system. While that’s percolating, I did a bit of miscellaneous cleanup:
- When the player targets an empty cell for an AoE skill, display the Cell background and Adornment (if any) in the targeting dialog
- Slight refactoring to Cell.Render to handle how AoE range is rendered over out-of range cells (thanks animaleante!)
- Actors regen health each turn (‘n’ turns after performing the last action). This was just adding some health directly each turn; I refactored that to use the Event (and eventually Buff) system. This will allow things like Levels that disallow any healing (including regen).
- I cleaned up the DecideNextAction/PerformNextAction stuff a bit in anticipation of figuring out the Turn/Animation issue.
Here’s what the AoE targeting UX looks like when the area of effect falls outside the range of the Skill:
I’ve got vacation coming up next week (sunny Cabo San Lucas, hallelujah! 🙂 ) – I’m hoping to resolve the Turn/Animation issue this week so that I can focus on more fun aspects of the Dungeon :).
Here’s the code and exe:
Updated source: http://wanderlinggames.com/files/dungeon/dungeon-4-19-11.zip
Updated executable: http://wanderlinggames.com/files/dungeon/dungeonexe-4-19-11.zip