In A Twist: Devlog 2 (Patreon)
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Hello! This one's going to be a shorter one, mainly because the things I've been doing are complicated to implement, but easy to explain lol
I've (mostly) completed movement. It's functional, and in general feels pretty good. Right now, I have it so you can sprint infinitely and I think I'm going to leave it that way. I find nothing more annoying than having to walk someplace in a game, so stamina's not going to be a resource you have to manage.
As well, I've been working on the character-switcher/ally-spawner. I've actually implemented this once already, the first time I tried making In A Twist. I've looked over the code, and while it's actually pretty decent, I've decided to rewrite, as I'm going for a different kind of architecture.
If you're interested, I'm storing almost all of the character data inside a scriptable object. Their health, mana (which I'm calling "ether" to be Unique™), experience, model, etc. The general "player" object has a complete list of these "character stats" objects.
Once it's completely implemented, the player can selected which characters they want to switch between. When they press the "switch characters" button (tab on keyboard), the character models & stats switch.
This acts differently in combat. When the player enters combat, all allies are spawn within a certain radius of the one the player is currently controlling. Now, when the player presses the "switch characters" button, they gain control over another character, and the one they were just playing becomes an AI.
In the future, I'll talk more about what exactly combat's going to look like. For now, though, back to coding I go.
Until next time, stay frosty!