XaiJu
CallOfSaregnar
CallOfSaregnar

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Mini Update: Hex Grid Combat

I've been gently reminded that I am lagging behind on updates here on Patreon, and oh my, am I behind. I guess time speeds up when you are deep in code. I promise I will keep you good folks updated more frequently from now on. Speaking of which...

For the past few weeks, I've been designing and coding the combat system and more specifically, the hexagonal grid onto which movement and tactics are based. So far, I've implemented the grid itself with debugging tools, a basic A* pathfinding system, and now I am extending the Unity editor to make setting up combat situations easy and painless.

Currently the editor allows me to set up the size of the grid, place allies and enemies on it, reposition them, and switch the layout of the combatants based on the side, which has gained the initiative. For example, if the player's party has surprised the enemies during world exploration, then I can set up the battle by positioning the party characters in a more favourable formation. Same goes for the enemies, if they have managed to surprise the player party.

Thanks for looking, and I promise to keep you posted more regularly from now on!

Mini Update: Hex Grid Combat

Comments

Thanks! I am getting accustomed writing editor tools. :)

CallOfSaregnar

It seems like you are progressing well! It was wise decision to implement your own tools to make development less painful and I see you have all major stuff prepared grid wise (positioning, initiative system..). Looking forward to further battle updates, you keep going! :)


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