Game
Dragon Code: Tactics
3 years ago

Been working on a lot of lore lately. The history of the world of Schism, the specific people and events, the reasons behind the construction of certain cities, etc.
With that came different styles of weaponry based on the ruling king of that period.




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Stamina system is in place. If your unit has a shield, you can set them to "on guard" and they will use stamina to block attacks instead of going directly to their health. Sneak attacking an enemy with an archer is a good way to bypass this. (2 pics)

Tall Mutants don't go down so easily.

The current world map. Though I suspect I'll use something different in-game.

New Orc sprites, new orc walls, and some art of the Swamp Orc. (2 pictures)

Updating placeholder sprites for things like the rocks to something much better. Been pretty focused on systems and AI so I have been neglecting the pretty stuff.

Chapter 2 - In Progress

Made a variety of random sprites for the large rocks. Makes it much less monotonous.

Added tall grass that you can hide in.

Added deep mud which counts as difficult terrain for humans, but may have a different effect for others.

And a few tileset tweaks.

(2 pictures)

Battle Art System is in place! When you score a critical hit, the Battle Art will show up for that unit. (Sorry for the large gif)

Working on the Bokoblin AI. They will have 4 types of personalities that determine how they react, and they also feature vision cones, or rather vision circles (will not be visible). As in the photo they will give an alert when the player is seen.