|
22087
|
COMBAT GAUNTLETS! by @zarthy1155 | Stardance
|
zarthy1155
|
0
|
55.31
|
0
|
[]
|
[{"post_id": 43633, "ts": "202 [{"post_id": 43633, "ts": "2026-08-09T00:28:55Z", "hours": 3.2578, "text": "DEVLOG. I FIXED the enemy Animations and I ALSO fixed the. The thing where. The status icon and the dialogue actually appears over their heads now. The attacks and wind-up works. And Like. MY DEER. He is finally finished. He works. His animations are synced enough to be dodgeable. And his dialogue appears over his head and his statuses do too. It was a pretty simple fix (changing the transform parenting of the dialogue and status prefabs) but it took WAY too long for me. Because. I forgot the animator existed. And it was making like two more bugs if i tried to fix one. But I hardcoded it to work (well not really hardcoded. The head sprite just ALWAYS has to be bone_19. well it is hardcoding i suppose but im NOT going to animate the entire thing again and im too lazy to find a fix. This band-aid fix will work trust). The animation issues were just due to where I started the animations within the enemy turn + not putting yield returns to actually delay things (very stupid of me). MY FIRST enemy is done. Now. I just have to. do a lot of things THINGS I WANT TO DO: items. OVERWORLD (this will take the longest prob) (9 gauntlets / scenes) ~7 enemies across 9 gauntlets RPG was way too ambitious. How naive i was. I didnt know I would have to be busy over the summer. going out and doing j#bs (disgusting). i was under the impression i would be quick, and if not, i’d have all the time in the world this summer. sigh."}, {"post_id": 41672, "ts": "2026-08-06T01:12:37Z", "hours": 8.5803, "text": "DEVLOG oh my god figuring out this animation stuff is such a pain. I was working on the first enemy. Not sure about the direction of the game, but I have an idea for three enemies: a crow, a deer, and a man. I tried to make the deer. I spent forever on animating in unity using its skeletal system and forever more on trying to incorporate animations via scripting for attacks. Right now, they don’t even work. unfortunately. But The animations load? The idle ones. And for some reason the attack animations all happen for every enemy once the enemy turn ends. And also applied statuses and dialogue bubbles appear in the wayyy wrong area. All of these errors are for future me, as I am too tired to work on this since its late and my devlog timer is approaching 10hrs. hopefully i can have the deer enemy up and running by tomorrow! Also fixing these errors with this deer enemy will help with every enemy, as these errors arent really specific to the deer. Its just sprite/animation stuff that should apply to the EnemyBase. Also i might downscale this game to be a gauntlet of combats rather than a full scale short demo rpg (i’ve been busy!). Time is ticking. I gotta lock in bruh. And I find it really fun making enemies! And also backgrounds seem like a pain too draw… (drawing is hard)."}, {"post_id": 37808, "ts": "2026-07-30T19:13:19Z", "hours": 4.8125, "text": "Devlog! The Combat Event Bus. I got it working for combat!! All the cross script combat communication events are carried out cleanly by a combat event bus instance! No longer is there any direct script references, for the most part. Out-of-combat to in-combat events are still done this way, which I will link up to a global Event Bus. Which will be an issue for me in the future when I tackle “The Overworld”.. Also, I tried to get the dialogue system working for combat. Combat dialogue. They’ll be little speech bubbles that can be triggered by certain attacks an enemy uses or to its hp changing. This was really painful. Especially the bugs regarding text size. The canvas is huge, so I had to use world space and then finick with the sizes and stuff even more. I got it to work somewhat. It uses the text runner system on a text bubble prefab which turns active once a trigger is met. An issue is that it can only run one dialogue at a time, which is something that I’ll fix later. (that one line of dialogue that is illegible in the first image is the enemy being attacked two times in quick succession, leading to the text runner to try to write two messages at the same time. )"}, {"post_id": 34882, "ts": "2026-07-25T23:19:05Z", "hours": 4.5631, "text": "Dev Log what ever (i should start numbering these + locking in on them) The dialogue system works in isolation. It has no triggers right now (and probably not until I can get the overworld scene management working), but it can start itself up and shut itself down. It reads off of a json file in order to do… stuff! Like get default sprites, future nodes/choice nodes, and the raw text used for commands. The command system works wonderfully. Also choices are implemented. If a node has choices, it will load them on premade UIs and you can pick them! I would post a screenshot but I decided that I wanted to rewrite things. The entire combat event system. This is what happens to me for wanting to make a game while learning Unity. I learned of Event Buses and I realized that it would be pretty useful if I wanted to add future features. It would also be good practice for the raw implementation of Event Buses in the overworld system (which will be my next daunting task). So I’ve currently started the process of destroying all my events and replacing them with structs for the event bus to handle. Which is what you can see in the image below."}, {"post_id": 33223, "ts": "2026-07-22T22:47:58Z", "hours": 9.3883, "text": "Commenting + renaming + a lil optimization n clean up + started working on a dialogue system similair to undertale 👼 (with the taking commands from raw txts to make things look pretty) so far for the dialogue system i have a dialogue parser (to extract commands), a dialogue runner (to run dialogue and execute commands in runtime) and a bunch of other little classes to manage dialogue (nodes , graph, sprite lib.). Also that combat dialogue thingy i did in the very beginning is getting an overhaul to adapt to this system, but I haven’t really touched that yet. TODO: something to handle choices."}, {"post_id": 29214, "ts": "2026-07-15T23:24:24Z", "hours": 3.1825, "text": "Combat Stuff%11%5!5%!!! Did some good progress on player side of combat. Putting the pieces together. Combat works very roughly, but there are still things to work on! Like polish–everything is very barebones. Its just ui buttons and implementation of the attacks and making the inventory work. Also enemy targetting!! For your attacks. Barely bare bones. And ALOT of features are hardcoded for easier testing. Need to sort that out. But the combat loop works, for the most part. Almost. Also there are some bugs with turn turning. Like player turns running as enemy turns some times. But that is an issue for later."}, {"post_id": 28504, "ts": "2026-07-14T19:58:31Z", "hours": 3.0689, "text": "Player UI + inventory stuff Started working on the player UI for player turns. EVERYTHING is placeholder sprites by the way–I hope the UI doesn’t actually look like that. Right now I’m just trying to get functionality. The little cats are item icons and status icons. More over I started working on the inventory system! It is implemented some bit into the UI. I need to allow for item functionality. Right now all the items do is just exist and look pretty in the red box."}, {"post_id": 27281, "ts": "2026-07-12T18:39:29Z", "hours": 6.3903, "text": "Did some stuff. First– finished status implementation/stacks/stuff + fixing issues with HP (yay). I’ve also started on the player side of things… I started working on the first two attacks that the player will do that WILL run on a quick-time system similar to combat (Mario?). This honestly took way too long in my opinion with all the math and stuff. But it works! Also all player-side combat is currently in the same file, so I will probably change that later."}, {"post_id": 25471, "ts": "2026-07-09T19:11:47Z", "hours": 3.1431, "text": "To distract myself from the inevitable task of creating the player side and combat UI, I made a barely functioning main menu and started working on a status system. I got the basic statuses down and their ticking/functionality. I need to implement them into combat now and fix some small bugs. And then I’ll have nothing to do But player side combat and the combat UI."}, {"post_id": 23777, "ts": "2026-07-06T22:17:36Z", "hours": 2.9403, "text": "Finished enemy turn quick-time events. Now i jsut need player turns and UI."}, {"post_id": 21089, "ts": "2026-07-02T21:39:22Z", "hours": 3.3333, "text": "Working more on the combat system. Got the base instance of dudes in combat and their variables/methods and stuff. Probably need to clean everything up and then mesh it together to be turn based?"}, {"post_id": 18788, "ts": "2026-06-30T00:12:37Z", "hours": 1.9381, "text": "Attempting to start timed action based combat system.."}, {"post_id": 17987, "ts": "2026-06-28T23:08:55Z", "hours": 0.7161, "text": "Basic player movement + my editor’s autofill broke so i spent way too long trying to fix it.."}]...
|
Title: COMBAT GAUNTLETS! by @zarthy1155 | Stardanc Title: COMBAT GAUNTLETS! by @zarthy1155 | Stardance
Devlogs:
Basic player movement + my editor’s autofill broke so i spent way too long trying to fix it..
Attempting to start timed action based combat system..
Working more on the combat system. Got the base instance of dudes in combat and their variables/methods and stuff. Probably need to clean everything up and then mesh it together to be turn based?
Finished enemy turn quick-time events. Now i jsut need player turns and UI.
To distract myself from the inevitable task of creating the player side and combat UI, I made a barely functioning main menu and started working on a status system. I got the basic statuses down and their ticking/functionality. I need to implement them into combat now and fix some small bugs. And then I’ll have nothing to do But player side combat and the combat UI.
Did some stuff. First– finished status implementation/stacks/stuff + fixing issues with HP (yay). I’ve also started on the player side of things… I started working on the first two attacks that the player will do that WILL run on a quick-time system similar to combat (Mario?). This honestly took way too long in my opinion with all the math and stuff. But it works! Also all player-side combat is currently in the same file, so I will probably change that later.
Player UI + inventory stuff Started working on the player UI for player turns. EVERYTHING is placeholder sprites by the way–I hope the UI doesn’t actually look like that. Right now I’m just trying to get functionality. The little cats are item icons and status icons. More over I started working on the inventory system! It is implemented some bit into the UI. I need to allow for item functionality. Right now all the items do is just exist and look pretty in the red box.
Combat Stuff%11%5!5%!!! Did some good progress on player side of combat. Putting the pieces together. Combat works very roughly, but there are still things to work on! Like polish–everything is very barebones. Its just ui buttons and implementation of the attacks and making the inventory work. Also enemy targetting!! For your attacks. Barely bare bones. And ALOT of features are hardcoded for easier testing. Need to sort that out. But the combat loop works, for the most part. Almost. Also there are some bugs with turn turning. Like player turns running as enemy turns some times. But that is an issue for later.
Commenting + renaming + a lil optimization n clean up + started working on a dialogue system similair to undertale 👼 (with the taking commands from raw txts to make things look pretty) so far for the dialogue system i have a dialogue parser (to extract commands), a dialogue runner (to run dialogue and execute commands in runtime) and a bunch of other little classes to manage dialogue (nodes , graph, sprite lib.). Also that combat dialogue thingy i did in the very beginning is getting an overhaul to adapt to this system, but I haven’t really touched that yet. TODO: something to handle choices.
Dev Log what ever (i should start numbering these + locking in on them) The dialogue system works in isolation. It has no triggers right now (and probably not until I can get the overworld scene management working), but it can start itself up and shut itself down. It reads off of a json file in order to do… stuff! Like get default sprites, future nodes/choice nodes, and the raw text used for commands. The command system works wonderfully. Also choices are implemented. If a node has choices, it will load them on premade UIs and you can pick them! I would post a screenshot but I decided that I wanted to rewrite things. The entire combat event system. This is what happens to me for wanting to make a game while learning Unity. I learned of Event Buses and I realized that it would be pretty useful if I wanted to add future features. It would also be good practice for the raw implementation of Event Buses in the overworld system (which will be my next daunting task). So I’ve currently started the process of destroying all my events and replacing them with structs for the event bus to handle. Which is what you can see in the image below.
Devlog! The Combat Event Bus. I got it working for combat!! All the cross script combat communication events are carried out cleanly by a combat event bus instance! No longer is there any direct script references, for the most part. Out-of-combat to in-combat events are still done this way, which I will link up to a global Event Bus. Which will be an issue for me in the future when I tackle “The Overworld”.. Also, I tried to get the dialogue system working for combat. Combat dialogue. They’ll be little speech bubbles that can be triggered by certain attacks an enemy uses or to its hp changing. This was really painful. Especially the bugs regarding text size. The canvas is huge, so I had to use world space and then finick with the sizes and stuff even more. I got it to work somewhat. It uses the text runner system on a text bubble prefab which turns active once a trigger is met. An issue is that it can only run one dialogue at a time, which is something that I’ll fix later. (that one line of dialogue that is illegible in the first image is the enemy being attacked two times in quick succession, leading to the text runner to try to write two messages at the same time. )
DEVLOG oh my god figuring out this animation stuff is such a pain. I was working on the first enemy. Not sure about the direction of the game, but I have an idea for three enemies: a crow, a deer, and a man. I tried to make the deer. I spent forever on animating in unity using its skeletal system and forever more on trying to incorporate animations via scripting for attacks. Right now, they don’t even work. unfortunately. But The animations load? The idle ones. And for some reason the attack animations all happen for every enemy once the enemy turn ends. And also applied statuses and dialogue bubbles appear in the wayyy wrong area. All of these errors are for future me, as I am too tired to work on this since its late and my devlog timer is approaching 10hrs. hopefully i can have the deer enemy up and running by tomorrow! Also fixing these errors with this deer enemy will help with every enemy, as these errors arent really specific to the deer. Its just sprite/animation stuff that should apply to the EnemyBase. Also i might downscale this game to be a gauntlet of combats rather than a full scale short demo rpg (i’ve been busy!). Time is ticking. I gotta lock in bruh. And I find it really fun making enemies! And also backgrounds seem like a pain too draw… (drawing is hard).
DEVLOG. I FIXED the enemy Animations and I ALSO fixed the. The thing where. The status icon and the dialogue actually appears over their heads now. The attacks and wind-up works. And Like. MY DEER. He is finally finished. He works. His animations are synced enough to be dodgeable. And his dialogue appears over his head and his statuses do too. It was a pretty simple fix (changing the transform parenting of the dialogue and status prefabs) but it took WAY too long for me. Because. I forgot the animator existed. And it was making like two more bugs if i tried to fix one. But I hardcoded it to work (well not really hardcoded. The head sprite just ALWAYS has to be bone_19. well it is hardcoding i suppose but im NOT going to animate the entire thing again and im too lazy to find a fix. This band-aid fix will work trust). The animation issues were just due to where I started the animations within the enemy turn + not putting yield returns to actually delay things (very stupid of me). MY FIRST enemy is done. Now. I just have to. do a lot of things THINGS I WANT TO DO: items. OVERWORLD (this will take the longest prob) (9 gauntlets / scenes) ~7 enemies across 9 gauntlets RPG was way too ambitious. How naive i was. I didnt know I would have to be busy over the summer. going out and doing j#bs (disgusting). i was under the impression i would be quick, and if not, i’d have all the time in the world this summer. sigh....
|
1792893270.1616306
|
1793757270.1616306
|