Re: New 32x game in development!
Posted: Thu Feb 16, 2023 6:10 am
Another Update:
I'm still working through the AI components, but I wanted to share a bit about NPC's and random encounters!
I've started to flesh out my NPC list within my game maps. I know have two new groups within my game maps (npcs, and mobs) Both are NPC_t structs but the mobs only contain battledata along with battle sprites. NPCs will have regular sprite data and may have battle data if it's a special NPC that you can fight later on.
I've also incorporated random encounters within maps (so as long as maps contain an array of mobs, then random encounters can occur. Randomness can be adjusted. When an encounter occurs the screen fades out and into the battle screen. the mob is then copied to a currentmob that your player will do battle with.
I've rigged up the A button to allow the mob to attack, the B button to escape the fight, and the C button for player to attack. With each attack i'm seeing the mob's HP go down. All of this is very basic and just proving out the mechanics. There will definitely be a lot more to the gameplay mechanics than this lol.
Below is a battle encounter with both player and mob looping through idle states (all running through my new animate sprite function!)
Below is me smashing both A and C lol and you can see the battle state animation for both the mob and player
Enjoy!
I'm still working through the AI components, but I wanted to share a bit about NPC's and random encounters!
I've started to flesh out my NPC list within my game maps. I know have two new groups within my game maps (npcs, and mobs) Both are NPC_t structs but the mobs only contain battledata along with battle sprites. NPCs will have regular sprite data and may have battle data if it's a special NPC that you can fight later on.
I've also incorporated random encounters within maps (so as long as maps contain an array of mobs, then random encounters can occur. Randomness can be adjusted. When an encounter occurs the screen fades out and into the battle screen. the mob is then copied to a currentmob that your player will do battle with.
I've rigged up the A button to allow the mob to attack, the B button to escape the fight, and the C button for player to attack. With each attack i'm seeing the mob's HP go down. All of this is very basic and just proving out the mechanics. There will definitely be a lot more to the gameplay mechanics than this lol.
Below is a battle encounter with both player and mob looping through idle states (all running through my new animate sprite function!)
Below is me smashing both A and C lol and you can see the battle state animation for both the mob and player
Enjoy!