Day 8 – Nothing too sexy today. just added a simple rewind feature in case you’re in the middle of a move that you don’t particularly like.
Day 7 – Death animations!
Day 6. Added cleave to the warriors!!!!! CLEAVE!!!!
Day 5. Kind of a subtle change today. Just implemented range finding so units can’t go “through” other units on their way to other squares.
Dev-board scribblings for mysterious prototype project (really not that mysterious I just have to post outlining it)
Day 4: Added simple attacking! (Also did a bunch of refactoring, because for some reason my grid code always ends up messy).
Day 3. Enemies!
Day 2. Added turns/exhausting units (also mages and cavalry!)
First scratches into the first prototype. Explanation coming soon!
The Battle Frontier in Pokemon Emerald was created as the ultimate set of endgame content to the game, at least in terms of battles. In creating a multitude of alternative battle experiences (whether it be randomized rental Pokemon in the Battle Factory, the cryptic rooms in the Battle Pike, etc.), the game was able to challenge the players for theoretically hundreds of hours, without having to create any new Pokemon.
Always thought it would be cool to riff on the pokemon core idea. Dragon warrior monsters and Ni-No-Kuni are the only games that come to mind are nice examples of that kind of thing. Hmm, maybe there are others I’m not thinking of?