Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
Top-down pauseable realtime party RPG. Added tutorial, improved navigation, updated UI and more.
Install instructions: Simply unzip and play
Breakable debris can now be targeted with abilities and basic attacks (press A -> click)
Increased hit chance against debris (it takes serious incompetence to miss against a box)
Loot is now gained when combat ends, instead of instantly
Added a message for combat start and end
The game also autosaves when combat end
Defeat: Now prompts to load last save instead of resurrecting heroes and moving them to level start point.
Added tutorial map
Crates and some other props are now navmesh obstacles (characters path around them)
Movement orders now always end on navMesh (end position is moved to navmesh if needed) to avoid running stupidly towards obstacles
Characters now use NavMeshAgent for movement & navigation. It basically makes them bump/push each other much less especially when moving (although currently they slow down when moving past another character
New toggleable stuff
Character portait: levelup “+” icon opens talent/attribute view for that character. Also added glowy effect to it.
Dead heroes now have a darkened avatar with skull symbol
Order queue & cast bar modified
Tooltip: background size matches tooltip length better
Revamped toggleable menu UI:s
Cursor is now hidden when dragging left or middle mouse button
Left and right click actions now happen when releasing the mouse button (instead of when pressing). Left click action doesn’t happen if drag was started while mouse was pressed.
Player collider marker now matches collider size accurately. Reduced collider size.
Camera focuses on characters on restart.
Fixed order display flickering when the current AI order changes.
Disabled most actions during dialog (pause toggling, camera moving etc)
Fixed bug where party healthbars didn’t show up
Fixed bug where hero pathfinding got broken after switching scenes
Fixed bug with enemy aggro (also Warrior’s taunt ability now works as intended)
Multiple displays: Mouse cursor should now stay inside display 1 when using fullscreen with a multi-display setup.
Fixed bug where hero didn’t use basic attack if an auto-cast ability was off cooldown but some other condition for it wasn’t met.
Fixed a couple of issues with projectiles