Player Movement


"Static Vs UndeAAd" is intended, at this point, to be based on a 10X10 grid of squares, with player movement taking place entirely on this grid. In order for that to work, it's important for player movement to feed as precise as possible. This is especially true, given the idea of having multiple actions per turn.

Player movement is based on having a target that moves when the player clicks on buttons, and then makes the target move, which then makes "Static" move to keep up. At this point, I'm still using placeholder art on a blank background, as it's important to get the code working before starting on proper art assets.

Player Movement as seen from the Player's perspective - WIP

Forgive the scribbly red arrows, they were added after the gif was recorded, as the UI is still very much a work in progress! From the above gif showing the player's perspective, the actions are cued up (Moving right twice, then up once) and then they're performed when the player clicks the 'Execute' button. But how does the target know how far to move?



The grid the Target moves on is composed of a series of nodes. As this is still a work in progress, the full 10X10 grid isn't needed to prove the concept. The Target itself has a bit of code telling it to look for the next node that the queued up actions want, move to that point, remove that action from the queue, and do the next action, until there are no actions left.

There's still a lot of work to do with Player Movement, including UI elements to show what actions the player has selected, what the current action limit is, and shooting! Unfortunately, I wasn't able to get all of this working in time to get feedback from players.

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