Off to a great start


Well, what i did manage to do in the weekend ended up being corrupted from several blackouts i had last night, which also compromised the integrity of my hard drive. Good news is that i managed to fix the problems, bad news is that i lost some of the advance on the project, which i managed to redo.

That aside, the movement system is done, is rather simple right now:

  • I have 4 abilities that apply a buff, each named as each direction (front, back, left and right).
  • Each ability is transient and applies a similarly named buff.
  • trigger wise i look for the casting of each ability, and the existence of each buff on the casting unit.
  • if the unit has, say, move left and move front then i know the player is pressing W and A.
  • After this i just issue a move order to the casting unit based on the position of the unit, offseted a distance towards the current facing of the camera, plus  the after mentioned directional offset.

Another cool feature i remembered i could add and how is a skybox, which was done by adding a permanent buff to the selected "focused" unit which attaches the bel'shir skybox, then whenever i want to change the current focus i just remove the buff from the unit. The model addition has to be visible only to the "self" player and have a continuous position update, but its rotation only updated on creation, otherwise it will attempt to rotate with the unit.

Tomorrow it will probably be the targeting system, like i said at the start, nothing fancy. I'm probably going to implement a quick targeting assist and handle all attacks through the regular weapon interactions from the engine, instead of trying to do traceline and weapon physics myself.

Files

GameJamEntry.SC2Map 281 kB
Apr 19, 2020

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