I didn’t get far into planner playtesting this week. While fighting the Giant Spider boss, I made the decision to support multi-cell enemies. The main motivation was relative scale; it just makes no sense for a bat and a dragon to be the same size. Also, bosses should be bigger than regular enemies. It’s more dramatic! Also, I decided to change how action animations are sequenced, something I’ve been thinking about for a long time.
Large Actor Support
The implementation required changes in around 20 files involving movement, visibility, abilities, AI, and actions. I’m not positive I’ve uncovered all of the necessary changes, but it seems to be working. I still need to make bigger blood splatters.
Action Animation Sequencing
Previously, actors sequentially selected their actions for the turn and then all action animations were displayed simultaneously. The benefit of this is that the player doesn’t have to wait for all action animations to finish one-by-one. The drawback is that it causes confusing visualizations in some cases. For example, when the player attacks an enemy, and the enemy runs away, the enemy is outside the attack range before the attack animation finishes. I fixed this by identifying dependent actions and sequencing just those animations. This allows independent animations, such as enemies moving toward the player to play at the same time, while dependent animations such as the player and an enemy attacking each other play in a sequence.
New Abilities (24)
- Summon Wolf, Bear, Air/Fire/Water/Earth Lesser/Greater Elemental. Summons allies.
- Make Clay/Bone/Stone/Iron/Flesh Golem. Builds golems.
- Conflagration: Causes intense fires all around the caster.
- Banish: Temporarily banishes all entities to another dimension.
- Enrage: Apply Enraged status to selected target.
- Telekinetic Move: Move a nearby entity to another nearby location.
- Make Fire Trap: Make a Fire Trap.
- Wind: Blows a gust of wind in a selected path. Works like Overrun (pushes actors in the selected path out of the way), but the caster doesn’t move.
- Purify: Removes Poisoned and Diseased status effects.
- Swimming: Able to move in Deep Water.
- Wall of Thorns: Creates Thorns in a line spanning between two walls.
New Status Effects
- Enraged: Actor attacks the nearest actor, friend or foe.
- Banished: Entity is banished to another dimension.
- Swimming: An actor has this status while swimming in deep water.
Minor Enhancements
- Rebalanced item, object, actor weights.
- Bare fists no longer damage doors. This was achieved by modifying attack damage based on the relative hardness levels of the attack weapon and target.
Bug Fixes
- Invisibility broken. I’ve been putting off this one because changes to various systems kept breaking it. In the process of fixing it, I realized I was using the same flag, isVisible, for two purposes: whether an actor appears on the screen and whether an actor is visible to other actors. This was the source of most, if not all, of the bugs.
Next week, I’ll carry over my goals from this week: complete playthroughs of the first four levels with each of the three starting classes and bug fixes.

