Day 2 - Dejection


Imagine your mech, moving smoothly from tile to tile as each of its six components makes the motions for the walk animation. It reaches the next tile and switches to Idle. There, you've seen my Day 2 progress. Sometimes pictures aren't worth many words. I won't bother to post a recording because I can't take credit for drawing the mech or animating it anyway.

Had less free time, and I admit procrastination. Tried to figure out how animating simultaneous movements and actions are going to work with the existing turn-queue. Looks like it'll be possible to dodge projectiles by moving out of the way, not because we planned that because the projectile will fly to the wrong spot.

Spent the most time learning Godot's animation system. Sure, it can supposedly do anything, but at a cost of staggering complexity. I won't be doing it that way in the OHRRPGCE. Apparently the idiomatic way to switch between Left and Right variants of an animation is to create an AnimationTree node next to your AnimationPlayer, give it an AnmationNodeStateMachine or whatever, add a BlendSpace1D in the tree root, place left and right Animations at ends of this 1D continuum, and call `sprite.get_node("AnimationTree").set("parameters/Walk/blend_position", direction)`. That's bad enough but then Seilburg decided to use this contraption to transition between Jump and Land animations. I thought that's what AnimationNodeStateMachineTransitions traversed with AnimationNodeStateMachinePlayback.travel() were for. Finally at the end of the day he admitted maybe it was a bad idea and it would be good if we could do without AnimationTree.

Ambitious plans for day 3:

  • Falling over edges
  • Jumping, including target selection and splitting it over multiple turns
  • Preliminary attacks, so you have something to do while midair, to test out simultaneous actions and animations and modifying jump trajectory in mid-air

Get Battletier Ascend!

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