Dialogue system! I execute my dialogue script with the lines provided as inputs, and the script scans for certain characters, decodes "/?" into questions, with "+whatever" as options, ">whatever" as the follow to that option, and "/#" as triggers for other events within the entity that you're talking to. In this case, "/1" links to the event of it dying.
This makes it easy to add interactives besides dialogue as well, like
>There is some sushi, would you like to eat it? /?", "+yes Yes", "+no No", ">yes /1">>2408>I want movement to be deliberateI've never seen a game with footwork as a core mechanic (actual footwork, not just spacing), so I'm interested in how stepping could work.
>Is this going to be a turn-based tactics gameSomething like that!
Though my ideas for the game might be a little too big for what I'm realistically capable of, so it may be downscaled significantly into something really basic. Definitely turn based, but I'm not sure how tactical it'll really end up…
>>2409I like that parry idea.
>>2412Digging the martial arts theme.
In the case of there being for instance, a close enemy at 10° and a distant enemy at 0°, if you aim roughly at the close enemy (say, 4°) will it end up snapping to the distant enemy?
Or what if an enemy is moving fast so you appropriately aim ahead of him, but it locks onto his center and misses?
Might be some things to consider with any aim-assist.