Chasing Elysium - Devlog #008

Busy week!

More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I'll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.

Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You'll need to plan your attacks, no spamming them!

Cooldowns also will display visually through the darkening of the relevant attack icon. As the attack approaches being ready to use again, the attack icon will gradually brighten.

Finally, I got a few little bits of polish implemented.

  • When an attack is used, the corresponding icon on the hotbar now dims and a timer "spins" to show how long until the cooldown is finished.
  • Health bars now appear over enemy heads while fighting them.
  • Dialogue boxes now show the name of who is speaking.

This next week I am going to be taking a break from working on the game directly to begin working on a visual dialogue editor so I'm not editing it all by hand in JSON. This may take a couple weeks. Once I am done, I am tempted to work on a nerdy side project that is tangentially related to the game.