I missed the usual sunday post because there just wasn’t any visible work to show. I went back to programming sections that I needed to work on and revise in several old areas that I thought could use improvements. One such example was turning the enemy turn phase into asynchronous calls for pathfinding calculation, instead of just calculating all possible paths at load time. I also played around with some new ui designs, like the circular health bars in the battle panels below. The size and green color make it difficult to see, but I’m going to try to tweak it and stay with the circular design. I wanted to take another break from animations and drawing, and balance my time out with some of the non-visual work.
Thanks for reading.
