Rose Of Eternity

Daily Journal

Tag: c#

Implemented Some Rudimentary Cancel Action Functionality

Along with the recent work on Radial Menu Prototyping, I started work on a long awaited feature: Canceling Actions. I know it sounds like a pretty basic, standard issue feature. And you’re right, it is. There’s just a lot more to it than you would think, hence the reason why it’s been on the back burner for so long. Fun fact, in every current build, if you moved a unit to a tile and attempted to attack another unit and were out of range, there was no way to cancel that action, and you had to restart the game. Finally, those days are over 🙂

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Radial Menu Prototyping

The past few months have been very important for the backend foundation of this game. It’s been something that has to happen, but when it comes to showing it off to people, well, it’s not so easy. Well finally, I’m able to start working on things that I can actually show off to people, and damn, it feels good.

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Full Game Cycle

I suppose it would be disingenuous to start this post as if I didn’t fall off the face of the earth for the past month and a half or so. I only have one excuse:

 

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Creating An Attribute System

Attributes.

The core guts of an RPG. These values help drive the game, and many of the core systems. For this game, they will help shape, as you would expect, the combat system. That’s the easy part. The hardest part will be the implementation. And if I break it down any further, it’s not really the actual implementation, it’s how I implement it.

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