Debugging the combat engine continues… it is really good to do so, though, since now it’s actually working and the bugs aren’t completely derailing it. Well, most of the time.
A simple register shift being one off caused all the problems with other characters not being able to hit without crashing the game. I was also adding health instead of wounds when striking monsters, meaning they actually got STRONGER with every hit… now monsters are dying correctly.
Currently, I have a few more bugs I want to fix up before I try and add any new FX, like ranged weapons:
- The wrong monster graphics are periodically loading, and I can’t figure out why. It seems consistent for certain monster types, so I will statically fix it to one and debug into it to find out what’s going on
- You can move about the entire map now easily enough, but moving OFF the edge doesn’t end the character’s turn, and actually do some funky stuff with the interface
- You can’t actually end combat, there’s nothing tracking that all monsters are dead at present. If I get this wired up, then I need to test and debug the combat ending routines, including treasure and updating travel mode so the monster you fought is gone
- Syncing up FX and their timing is needed. The regular hit graphic disappears long before control returns to the character, making it seem a little lagged. Part of this is also having a set amount of time always pass at minimum (Say, 1/2 second) so that you can see the combat update of a hit, miss, or critical hit, and also take longer if a FX lingers longer than that