Code doesn’t look as cool as screenshots, so even though I’ve been doing lots of coding, it’s kind of hard to show off, at least until it does something that I can turn into a screenshot.  And now, I think I have something I can show some screenshots of.  Let’s start with the picture above:  I finally have ranged attacks underway!  It’s still a work in progress, but I have 100% functional pathfinding to a node within range of the target, a red arc indicating that you’re going to launch a ranged attack, and you can switch back and forth between ranged and melee attack mode.  I’ll make a video for you soon to show off exactly how it works.

In addition to that, all of the characters now will take a knee when wounded below 25% HP.  They no longer march in place by default unless in combat.  We have new spritesheets, including spiky hair in a variety of colors (red hair shown on the knight in the combat demo) and male-pattern baldness.  I’m also working on child-size sprites.  The main campaign of Himeko Sutori will follow a number of characters from childhood into adulthood, so this has been on the back of my mind for a while.

HS_KneelingSkel HS_NewSprites

I’m also working on manual squad formation.  In all of the combat demos you’ve seen so far, the game automatically assigns soldiers to the player and organizes them into squads.  I need to move past that now and let the player form his or her own squads.  For that, I’m creating this level:


Your individual unassigned characters will appear at right.  As you add squads, the pillars at left will pop up, and the characters assigned to that squad will move over there.

After I get ranged attacks and squad-formation working, then I’ll get to work on the inventory system, then on character advancement including level-up and changing character class.

I still have a lot of work to do, but I think a real game is starting to take shape here.