GuildKnights

GuildKnights2017-04-30T05:51:08-07:00

GuildKnights

In Development:

Combat System Update

Rewriting the core way that combat is resolved and adding new placeholder animations with the goal of making combat encounters more dynamic and interesting.
Progress:
Add Ability for Units to Store Defense Skills: 100%
Update Combat Result Evaluation: 100%
Update Unit Death Rules: 100%
Implement Attacks of Opportunity: 100%
Create Placeholder Combat Animations: 100%
Create New Skill Animation Interface: 100%

Gel Smash

We’ve finally got our enemy attacks functioning properly.  Whenever a Gel is adjacent to a player character, they’ll hit them with a Smash attack visit this page.  Once we get the retreat and split behavior [...]

November 4th, 2014|Tags: , |

Early Line-of-Sight Test

We recently ended up needing to change gears and write up visual detection code so enemies could acquire targets.  This is our first successful test.  Outlined tiles represent the unit's vision range while filled-in tiles represent [...]

May 3rd, 2014|Tags: , |

Enemy AI: Gel Behaviors

In GuildKnights, we want each enemy type to have distinct behavior patterns that will challenge the player in different ways with each new encounter.  Our next project goal is creating behavior for our first enemy, [...]

March 26th, 2014|Tags: , |