Devlog #4 - The First Prototype!


Hey!

Starting from this devlog, we plan on adding small summaries of the overall work done in the past week.

And to start that off, this week we completed our first milestone: a playable prototype, which is already available in our itch.io page!
Work was mostly focused on getting the prototype working. We focused on prototyping the battles, which means we mainly worked on implementing movement, maps, armies and AI.
If it feels confusing to play, not to worry! This week we showcased the prototype to fellow classmates, and got precious feedback back. As such, we are already planning our next steps and how to best address any issues.

That said, feel free to add any feedback you may have! We'll take everything into consideration.

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Luís:
Have been working towards the the first development cycle, being assigned with the arena construction for the prototype. Created the arena scene with the map we are going to use for the prototype and populated it with some decorative elements. Also implemented and tested collisions within the map. Moreover i helped Hélio tweak the army units behaviour when in attack mode.

Lucas:
In this first development cycle, I was assigned to creating the enemies. I modified the unit script to create two types of enemy. The first is an enemy that follows the player and the second is an enemy that follows the nearest unit to attack it. As the code for enemies and units were similar, I created an entity class from which enemies, units and the player would inherit. Finally, to facilitate visualization of battle progress, I've added a health bar above each unit.

Hélio:
I was in charge of the foundation of the battle system, that being player and unit movement, as well as army commands and management.
In more detail:

  • Implemented player movement with keyboard control, and unit movement via moving towards a target, whether that is a user-selected target, or the player itself
  • Implemented basic behaviors for the units (follow, attack, defend and patrol)
  • Implemented formation drawing
  • Implemented squad management (management UI as well as them independent in-battle commands)

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