Camera snap & tab target assist for our 3D turn-based RPG made with #godotengine! #indiedev #gamedev Camera snaps to the active unit at the start of their turn. Press a button to re-centre at any time. When selecting an attack target, Tab cycles through valid enemies with the camera following.
Rework of the main encounter camera for our 3D tactical RPG made with #godotengine! Easy to use pan/pitch/yaw control, plus line-of-sight transparency via raycasting! Meshes between the camera and the active unit as well as the selector (cursor) are dynamically transparentised! #indiedev #gamedev
Pre-calculation of pathfinding during animations for smoother gameplay in our #godotengine tRPG! Next-unit pathfinding is pre-calculated during animations on a background thread, so players don't see load delays, even for fast units (200 flying speed).
Major action bar overhaul in our #godotengine tRPG! #indiedev #gamedev Inspired by the cleanest, most straightforward tactical RPG UIs. Actions dynamically filter and categorise, with action pips and contextual input by default. Aiming to avoid annoying popups, clunky resizing, and hidden options.
We now show visually when a tumble check will be required in our 3D #godotengine tactical turn-based RPG! In this #screenshotsaturday clip, we (temporarily) show a pulsating blue sphere at cells requiring a tumble check. #gamedev #indiedev
For this #screenshotsaturday, we've added visual feedback of threatened cells when deciding where to move, for our #godotengine turn-based tactical RPG! If a cell you are moving through will result in a reactive strike, it will be highlighted. #gamedev #indiedev
#screenshotsaturday clip showing Delay action as per #pf2e rules, for our 3D #godotengine tactical RPG! If we haven't acted, we can click Delay (top of screen), to select a new place in the turn order. Our turn ends and we can't use reactions until back in the initiative order. #gamedev #indiedev
Hail #screenshotsaturday! #pf2e style Step in our 3D #godotengine tactical RPG! Our unit cleverly avoids a reaction with a Step, which it can do with its speed of >= 10 ft, by striding 5 ft to non-Difficult terrain. But then it hastily strides 10 ft and incurs a Reactive Strike! #gamedev #indiedev
Here we show calculated cover at the targeted cell (cursor position), which as you can see, is contextual, in our #godotengine RPG. The degree of cover affects circumstance AC of enemy units as per #pf2e rules (shown on the character sheets in this video). #gamedev #indiedev
Using our cover implementation, we can calculate LOS to decide whether attacks are possible in our #godotengine turn-based RPG! Here, our archer cannot shoot when its enemy strides behind an obstacle. #gamedev #indiedev
Added cover per cell in our #godotengine RPG! Calculated using cell corners from A to B via Bresenham for overall cover. Cover is contextual - as per #pf2e rules, here larger creatures provide standard (shown in blue) instead of lesser (green) cover. #gamedev #indiedev
Started ranged attack implementation for our turn-based tactical #godotengine RPG! The unit in this clip fires "arrows" at both of its enemies. Animations are synced with the projectile movement/arrival. #gamedev #indiedev
Implemented weapon & attack registry in our #godotengine RPG! Attacks are generated from data and presented to the player. This clip shows options presented both on attacking and on reactive strike. Attacks and weapons are linked in separate jsons by ID and both easily editable. #gamedev #indiedev
Hi #screenshotsaturday! Turn order display now in our 3D turn-based #godotengine RPG! The active unit (first portrait) is distinctly larger. All units are visible with new rounds also indicated. #gamedev #indiedev
What happens in our 3D turn-based #godotengine RPG when you click a cell you can move or attack into? In this clip we have added a prompt allowing the user to select their choice of action. #gamedev #indiedev #screenshotsaturday
Now prompting for reactions when they are triggered in our 3D #godotengine RPG! In this clip we see the option to react being presented, with the unit deciding to Skip or React! #gamedev #indiedev #screenshotsaturday
Added an Action Bar for our 3D turn-based #godotengine tactical RPG to help select / switch actions and contextual behaviour of the cursor! Currently we can switch between different Attack types, Move types (e.g. Stride, Fly), and End Turn! #gamedev #indiedev
Hi #screenshotsaturday! Contextual cursor for input UX in our 3D tactical #godotengine RPG! The cursor (and action on click) automatically adapts to the best option based on grid position, such as Stride, Fly (if hovering over a fly-only cell), Attack (if an enemy is present). #gamedev #indiedev
Interactive combat log in our 3D #godotengine RPG! #screenshotsaturday UX touches: collapsed/expanded modes, auto scroll, contextual hover/click. E.g: "[Desert Giant] ⚔ [Goblin Warrior] — [Hit] — [3 Damage]" - click any part for details: character sheets, dice rolls, etc. #gamedev #indiedev
Hey #screenshotsaturday! Incorporated detailed flying movement costs as per #pf2e rules for our 3D #godotengine tactical RPG! Flying upward counts as difficult terrain, costing extra 5 feet of movement. You can fly *straight* down covering 10 feet for the cost of 5! #gamedev #indiedev
Added a contextual status area for better UX, giving details on mouseover, for our 3D #godotengine tactical RPG! In this #screenshotsaturday clip, a status area at the bottom is populated with details on potential actions, such as dice rolls, tumble through, threatened cells. #gamedev #indiedev
Added hover status text to improve UX for our 3D #godotengine tactical RPG! #screenshotsaturday Here you can see your unit's traversal mode (e.g. fly/walk), destination, cost, and affordability. When attacking, you can also see enemy unit name, HP, and chance of hit roll success! #gamedev #indiedev
Initial Tumble Through implementation as per #pf2e rules for our #godotengine RPG! In this #screenshotsaturday clip, units attempt to go through each other. They roll acrobatics vs reflex DC (dummy numbers for now). On fail, their movement is impeded & they provoke a reaction! #gamedev #indiedev
Added a ghost model to preview where your unit will land in our 3D tactical RPG built with #godotengine! Happy #screenshotsaturday! We also made a custom cursor to handle depth on the 3D grid and UI seamlessly. #indiedev #gamedev
Path visuals in our #godotengine 3D RPG! We generate ArrayMeshes (one green, one red) along path from unit to selector. And updates to movement as per #pf2e rules - end turn in another unit's cell as long as you move out in your remaining turn. No tumbling through yet though. #screenshotsaturday
Testing out level creation (using #godotengine editor) & automatic setting of allowed traversal types of cells (e.g. flying, climbing, walking) for pathfinding. Here we built Bob a little house, he climbs up, strides upstairs to the top floor, then goes back down the stairs. #gamedev #indiedev
Grid visualisation in our #godotengine 3D turn-based RPG. We swapped cubes with planes stacked at each grid Y position. Grid lines drawn with shader on each plane, & only show plane at cursor Y pos. Can toggle to draw at cursor, draw whole grid, or hide whole grid. #indiedev #gamedev
It's #screenshotsaturday! Saving & loading player data in our 3D tactical #godotengine RPG! In this clip we restore previous state of the level when Load button is clicked. Also tweaked the debug grid selector so only cells along same Y plane are shown (less noisy)! #gamedev #indiedev
Implemented loading/unloading different levels in our 3D turn-based RPG! Made multiple test levels in #godotengine. Here we seamlessly switch between them. And now units can be constructed from visual & data blocks! So can easily define them in levels, and load/save their state. #indiedev #gamedev
In ancient #Mesopotamia, the elements bear witness to your deeds. Enrage a living whirlwind and it howls with a thousand voices, hurling torrents of wind against you. Have the fortitude to resist or be cast prone? 👇 Air elemental sketch for our #TRPG using the #PF2e ruleset #GameDev #IndieDev