YeOldeDM

Results 67 issues of YeOldeDM

We will write yet another global script, this time to handle the pathfinding for our soon-to-be Artificial Intelligence! This script will utilize Godot's AStar class, and use some of its...

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![uploads/09c2d33e-8bb8-43d2-bc54-e9af7391937f/PathMapChunk.png](https://s3-us-west-2.amazonaws.com/prod.huboard.com/uploads%2F09c2d33e-8bb8-43d2-bc54-e9af7391937f%2FPathMapChunk.png) This image doesn't illustrate this well. There should be other blocking Things affecting the path. The idea is to, instead of generating a PathMap for the entire dungeon and...

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With that we should now have three characteristic variables that make up our Fighter: Health (HP), Strength(attack), and Resistance(defense). With even just these (and some graphics), you could create a...

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To make combat interesting, we can incorporate a couple variables into the damage factor of our attacks. Fighter script gets: `export(int) var attack = 2` `export(int) var defense = 2`...

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Where we put our placeholder print statement in the bump-fighting portion of our step method, replace with `self.attack( other_fighter )`.

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These methods go under Fighter. `func attack( target ):` Calls take_damage() on `target` `take_damage( amount ):` subtracts `amount` from current HP, and sets the new HP.

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Hitpoints should require little explanation. Fighter should have two vars: `export(int) var max_HP = 10` `var HP = 10 setget _set_HP` We will do some work with our HP var....

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Create a new instance of the Thing base object in our Database and give it the Fighter script. This will be the base Fighter object we'll use for non-player fighters....

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The standard method of performing a melee attack against an enemy in a roguelike is to "bump into" them; that is, attempt to step into the cell they occupy. In...

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The Fighter component will be where our script inheritance system for Things will start to work for us. Fighter will extend Thing, and provide all members and methods for a...

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