AI is up and running!
Sprite handling updated
In-game developer console added
In-game error message popups added
Battle UI updated
Mid-battle saves added
Battle unit list added
Gacha animation started rework
Tile height and type indicator added
Commander super meter added
Attack listing and handling reworked
Writing started on next character
A ton of bugs fixed (Still a lot more to go)
I'm now close enough to say that the build will be finished within the next two weeks. There's still quite a bit to go but, aside from adding the new characters and map, it's essentially just fixing bugs and oversights.
The AI is working now too! To explain what's different, in the past VT used a behaviour tree, basically a flow chart. That's a very standard setup, but the flow chart had no good way of comparing actions and had a lot of difficulty supporting the variety of actions and situations in VT without a lot of extra work being put into it.
The new AI uses a utility system. Rather than going down a list of available actions, each action is available to the AI at any time and has a score based on the unit's current situation. Every time the enemy moves, each unit presents its best action, then the unit with the highest score gets to move. This AI will probably be pretty stupid at first, but by tweaking the value of each action it's simple to make it more intelligent and, more importantly, more fun to play against.
Anyway, that's all for this week! Thank you so much for all your patience, I cannot wait to start creating content for the game again!
Pic unrelated. (Really)