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Battle effects results summarizing, Arumarg skill animations

Progress was pretty decent for the first half of this month, but things of course got a bit hectic as Christmas approached. I thought I'd be able to make another good spurt over the last few days of the month because I took the whole week after Christmas off, but as so often happens with big family gatherings, I caught a cold. X) So I've been taking it easy.

A big part of what I did get done was to create a subsystem which looks at the pending battle effects from an action (and any actions triggered by it) and summarizes what they'll do to a particular battler. I mentioned in last month's progress report I wanted to do something like that to control whether a moblin goes berserk or not (even if they've been damaged enough to trigger such, it doesn't make sense for them to go berserk if they're asleep, for example). It should make controlling enemy behaviors more nuanced.

I also started in on the next playable hero I'm adding to the game, Arumarg. So far I've just been making animations for his skillset. Most of Arumarg's skills involve him using his currently equipped weapon, which means there need to be different animations for each possible weapon. X) On the other hand, a couple of the skills, namely Expert Strike (which is basically just an attack with a significantly higher-than-usual critical hit rate) and Rend (an attack that attempts to lower enemy defense at the same time) could simply reuse the basic attack animations. I'm leaning toward leaving it at that because I'm having trouble thinking of good ways to animate them otherwise, although I feel like I'm being lazy. :P