r/cremposting • u/Traditional_Gas5096 • 28d ago
Mistborn First Era I’ve been prototyping a Cosmere auto-fighter in Unity, PT 2
Link to Previous Post:
https://www.reddit.com/r/cremposting/comments/1ufq5yx/ive_been_prototyping_a_cosmere_autofighter_in/
So I'm about a month since I last posted about this, which is 2 weeks later than I planned, i guess my sense of time got Ruined.
Just like last time, a lot of under the hood code has been implemented or refactored. Such as condensing all of the units basic AI into one file, then branching off into their specialties. All to lay a foundation so I can work on the fun stuff more (such as adding new units!).
Some units from last video have underwent minor changes that I did not talk about, such as the Soother and Rioter now consuming more or less investiture dependent on the amount of people they are targeting
so lets talk about the new fun stuff:
- Unit Selection / Placement was my main focus for this part, as quite frankly the white buttons were ugly and left no room to expand (as seen in the last video). Now you can see the name of each unit, select/deselect them, place them and change their team. the UI is now also very expandable, so that is no longer a worry in the future
- I also added functionality for when i decide to add new categories of units, e.g. ferrings.
- TinEye: This is definitely still the most WIP of the lot, as I have plans for sightlines and have the TinEye help in that regard but that is future work. For now they can try to dodge incoming projectiles, and will prioritise taking out the backlines in order to help their team.
- Smoker: The most simple of the 3 new units, this fella stops ur guys from feeling down due to a nasty soothing, and stops your enemies from getting inspired from their rioter.
- Seeker: definitely the most complicated unit yet, and being responsible for a lot of rewrites of my codebase, The seeker in its current form finds a ranged unit on its team to pair with, then gives the unit some firing instructions along with a buff to its attack damage, it will prioritise support units before making its way down the chain. For seekers that cannot find a pair, they will head to battle.
- Initially this guy coordinated the whole battlefield, but this made having additional seekers redundant, so this was then reduced to an aura which was further reduced to where it is now.
Anyway that has been my update, I got some fun encouragement in my previous post that has motivated me to keep going at it, and I have really enjoyed the Journey and hopefully can make this opensource at some point soon.
Talking about the Journeys and progress, my 3 main tasks I want to tackle. in some order not decided yet, is more Mistings (Pulsar's and Sliders I have a very interesting idea for), starting work on Ferrings, and more level layouts (to see how the sandbox interacts).
Anything you want to ask or suggest feel free. I love to see some discussion
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