Animating your combatants is done by creating Animation Types and binding animations to them.
19. Damage and refresh flying texts
Flying texts give a visual feedback (e.g. displaying the damage of an attack) to what’s happening in a battle.
18. The first battle
We’ll take a look at turn based battles, factions and add the first battle to the game.
Factions determine if combatants are allies or enemies.
17. Enemies and Battle AI
Let’s create some enemies to fight, and their behaviour in battle, using Battle AIs.
The battle AI will decide the battle actions of any combatant who’s not part of the player group (or an AI controlled member of the player group).
16. Battle prep
Finally, some action! But before we can start with our first battle, let’s go over some needed battle settings first.
15. Classes and revisiting the player
This time we’ll set up a basic class and take a look at our player again.
A class is the basic foundation of every combatant.
We don’t want our hero to run around naked and fight with his fists – let’s create some fancy things to wear!