This week I stayed pretty busy, so let's get right into a few things I wanted to talk about.
Obviously from above, I'm starting to fill in some of the goblins missing animations, trying to make him look a bit more alive. I'll be continuing to do this slowly.
I tried something different with the spells, and made a spell ability that combines a few other spells, depending on context(ex: target, range). It was mentioned in the comments last week that indicators of when you can do things would be helpful, and as part of this new spell, I've added that as well.
Magic spells should now have a target indicator only when there is an applicable target at the correct range for the spell. I hope to have whatever spell is active tell you dynamically when it can be used, just like the charm ability currently does.
The ultimate goal is make as much magic as possible easily accessible, and make things as clear as possible. I also want to make maybe fewer spells that are more fleshed out. In the meantime it means going back and rewriting a lot of stuff, but hopefully it will be better in the end.
I'm also making a few changes to the charm ability, and should have that done soon as well. I plan on making it more of an active ability, and give it at least some use in combat as well as outside of combat.
I want to wait until I have the targeting stuff done before I release a new build, and see how people feel about it.
As always I'd love to hear any feedback, questions, or ideas!
AGlassOfMilk
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