I've been mostly working on the backend, so no new sprites. I added about 20 skills just to see if the framework is flexible enough to add whatever I want.
Oh, and there are now specific off hand items like shields, and I also made it so skin color for units is randomized.
So the scenario mode works like this, it loads a map with pre placed units for both you and the enemy.
The maps will have all sorts of scripted events, such as dialogue, custom objectives, reinforcements etc. And because there is no randomness in the game, there will always be a set solution.
How time flies...
Few things:
When I started work on the combat alpha I realized how bad of shape the codebase was in. So for the past month I've been working tirelessly on refactoring all the things that have been causing me problems.
Besides that, I've also created a very simple scripting system that allows for mid-battle events. For example enemy reinforcements, dialogue or whatever. It works pretty well so far and it should make both the scenario battles and campaign battles more interesting.
Depending on real life events, I'm shooting for a playable combat alpha teaser sometime this March. It'll probably a tutorial level as well as 3 or so different pre made battles.
I'm going to plan my next move depending on how well received the combat system is. If people like what they see, then I'm going to go forward with setting up a kickstarter to allow me to afford to develop the game over the summer (and also get an awesome OST).
Because I don't like posting without pictures:
As always, I love feedback, so please drop a tweet on Twitter or a reply on Tigsource
Knight-Errant's second Screenshot Saturday!
I put some time aside this week to polish up some of the visuals. I got some feedback regarding contrast between units and the ground so I've made some contrast changes; It's not perfect, but I'm working on it.
I've also been receiving some interesting feedback regarding the class system. Instead of having a large number of factions with a few classes each, I'm now leaning more to having 3 or so factions with a large amount of classes and sub classes. Anyway, the class structure part of the game has been up in the air since conception, so its subject to change. Right now the class count for the human faction is around 23.
If you have any suggestions post them on my Tigsource thread.
Also, I modified the sprite structure so now the cloth on the armor reflects the player's color.
Upcoming goals include working on the overworld by adding quests, dungeons and finishing the boss system.
I had a Tig dev blog about Knights-Errant before but I decided on letting it die. After a name change, art revamp, and gameplay direction change I decided it should be remade.