admin
|
bfcd48e657
|
think i finally solved movement going into enemy territory
|
2026-07-05 02:51:09 -04:00 |
|
admin
|
dbafefd660
|
still working out movement
|
2026-07-04 03:04:56 -04:00 |
|
admin
|
336b72e4cb
|
continuing to switch to MapCell orientation
|
2026-07-03 02:16:29 -04:00 |
|
admin
|
cbdca6f3cb
|
implemented more code for adding more pegs, but still a lot of work to do on pathfinding, targeting, map etc.
|
2026-07-02 03:15:15 -04:00 |
|
admin
|
bbe9eefcfa
|
minor changes, next step is to add 2-3 friendly pegs, 2 neutral pegs, 2 hostile pegs, 2 buildings and all associated actions for these additions
|
2026-07-01 02:36:31 -04:00 |
|
admin
|
2c289333f0
|
small change
|
2026-06-30 18:25:28 -04:00 |
|
admin
|
b1625b15a0
|
implemented visibility, so pegs can only scope out as far as they can see.
|
2026-06-30 18:24:11 -04:00 |
|
admin
|
c8e81e4f48
|
moved bucket to the playercontroller, changed tweenStages to a list of pegactions, so processtween takes in actions and builds off of that so that movement/actions priority will line up properly. change tweenstages key to be priority:loop. added category to actions to divide into movement vs action
|
2026-06-30 02:46:00 -04:00 |
|
admin
|
982c3e6786
|
added friendly and neutral peg, added disposition
|
2026-06-29 18:11:28 -04:00 |
|
admin
|
ebdff1b200
|
undergoing a shift to change movement into another action that a peg can perform and giving pegs a list of actions order by priority
|
2026-06-29 02:43:25 -04:00 |
|