The main focus of the last few weeks was combat. I don't have any art assets yet but I thought I'd start on the mechanics while I wait. As you might already know, we are adding Gwen for combat and some more enemies. Gwen's basic moves are done but I realized as I took the screenshot that I forgot to add her perks xD. The new enemies are mostly done as well and I'm just waiting on Newman to clear up a few things on their mechanics before I finish those up.
As per usual, while going back to old code you realize how stupid you were in the past, so I corrected some big stupids I did before :P. When you upgrade a move you can charge it up, however, I had only set it up for Ben and forgot all about Shar (as her move has no cooldown). So I place the cooldown code at the end of the label and added some lines to make keeping track of the charged status easier. I also redid how damage is passed on to the combat function, right now it only works for the player's party but I hope to find a way to make it compatible for enemies as well. (The issues here is that enemies heavily rely on the damage of their weapons which are static and not calculated off of their character damage)
Sadly, while I would like to have improved on the passage of time function a bit more, after brainstorming on it for a while I couldn't figure out a way to make it less of a mess =<. But I did add an extra function to it and redid the camera system so it's all a bit more efficient.
See you all next post =3,
A slightly less stressed Akanoes