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These guys!
Now the dialog baloons are a bit smarter and avoid the borders so they don’t get cut!
A short look on two things I haven’t talked much about.
First, the level editor. You can’t see all of it in the gif (I was trying to keep the gif small) but you can get a small idea of how it works. I use the right mouse button to draw and the left to erase. Pressing scroll changes from scenery to units, and scrolling changes the type of unit (or type of scenery). The level created here is ready to be played.
I really want to integrate it with Unity tilemap, but who knows when a stable version will come out.
The other thing I’d like to show today is the AI.
I’m working on transfering both the AI and the main game logic to these Finite State Machines (mecanim). It’s much easier to visualize what’s happening, debugging, and it’s much more flexible - you can change the game’s rules and create different AIs just changing the states and the transitions. There are still some things to iron out but I think it looks promising.
More progress on the upgrade menu!
Progress on the upgrade screen!
Now, the “end turn” button becomes a “Rest” button if you haven’t attacked yet - so the player can automatically rest and recover life if they end turn without attacking.
The gif kinda made it not look so good but you get the idea. Dialog baloons are coming!