Spent the last week or so on this, its pretty much the whole engine for the game. I ran into a few problems that took a bit to fix, but for the most part its about 80% done with nothing but stuff I thought was easy left to do.
Movement acts much like final fantasy tactics. You can move up or down to any space that isn't out of your jump range. You can go down from high places if it is out of your jump range, and take damage.
Each spell has its own range (4 spaces in cardinal directions in pic) and radius (2 space radius in pic). Also you can make the targeting squares obey line of sight (or not), so that the targeting squares won't travel to places that you wouldnt be able to target( or places you wouldnt be able to move to) , thus making you have to drop, say an AOE spell, somewhere in range to hit someone there. But I could also make the targeting squares not have to obey line of sight or whatever. Easy to make new spells, and make their ranges to whatever you want. They dont have to be circles; they can be whatever pattern you like. (Maybe one that spells out TWIN and hits everyone standing in it o.0)
Im kinda on the edge about keeping it a classic turn base type rpg. Maybe a mix between real time strategy and MMORPG might be more fun?? I remember how some turn base online multiplayer games got not fun.
Of course Im still learning much about byond programming and isometric in general. (Pixel art in iso sux, so hard) Any feedback is appreciated.
Oct 7 2010, 11:05 pm (Edited on Dec 31 2010, 8:35 pm)