Alright, so this is like day 3 of coding on the whole boarding a ship thing.. So I dumped my RISK idea.. obviously.. So now what we're going to be doing, is limiting the amount of entities on the gamescreen to 10.. So the player will have 5 entities, the enemy 5, maybe 6.. dunno yet.. Anyways, I'm taking the crew available on the ship, and dividing them into 'groups'.. this way we dont have 200+ sprites wandering around on such a small screen.. it'd be a nightmare.. that solves a lot of issues for me.. Once the battle is over, I'll do some reconciling, figuring the percantage of damage done to you, figure that into the number of crew lost... and done..
Tonight.. I was going to get the enemy AI in.. I didn't touch that at all.. not the teensiest bit.. Instead, I got to back to work on finishing the player.. Ran into an issue for a while, where some of your entities acted like complete morons.. for no apparent reason.. They'd just kind of surrender to the foe, and stand there stupidly while their cohorts functioned properly.. Still not 100% sure why they were doing that, but I squashed it..
Next we added in ranged combat.. actually displaying bullets, would have been overkill.. so instead I got my ranges figured, movement in, particles in and got ranged combat.. Heres the kicker.. Your little guys are semi-smart.. if the enemy gets too close for a ranged weapon, they automatically switch over to melee.. However, once in melee mode, they wont automatically go back to ranged.. I like it this way.. it simulates a real battle.. in a real battle, your not gonna draw your sword, kill your dude, then turn around and run away so you can pull a gun out.
I also tweaked the timing a bit.. Ranged attacks are going to do more damage... bullets hurt dammit!! But of course, is a lot slower than frantically swinging a sword..
All this was good, but without sound, it gets old and tedious pretty quick.. So I got all the sound effects added in and playing.. walking sounds.. firing.. sword hits and missing.. grunts.. last breaths.. And get this, win the battle, and all your little guys start cheering for ya..
Now that we had sounds it was better.. but it was still pretty static.. so I jumped ahead of my plan, and added in all the basic animations.. So I have my walking animations in, sword swinging, and well, thats about it, and thats all it really needed..
So now that the player entities are fleshed out a bit.. tomorrow at work, I'm going to do a rough outline for the enemy AI, and then maybe start coding it at work.. just depends on how busy work gets.. Never fails when I want to work on something, work gets busy with work.. Murphy's law..
After the enemy AI is done though, thats pretty much it for the hand to hand combat.. much easier than I had originally thought.. then I can go back and tweak a few things on this to make it workable for other parts of the game.. and I think i actually will get like 3 different gameplay elements of the main game with some very minor tweaks.. =D Dont know if that made sense, but it did to me.. and thats what matters..
Anyways, reading a bunch of the old Forgotten Realms books.. right now the Avatar series is calling me.. Must see what midnight is up to next... Later!