Goals for Week of Dec 1st
Rootless » Devlog

I'm out travelling for most of this week for work, which will either mean I'll have a lot of time for Rootless or much less than usual :) Here's my goals for next week
- I'd like to get "height" as a concept in the map; I think it'll add a lot of character to the map design. Having a lower river bed and tall forests, and their associated costs and restrictions will make the map more interesting. This also means I need to render the tiles at different heights, changing them from Planes to Cubes
- I also need to tweak some of the map design; there's a few points on the map where only one unit can get through which makes them pretty annoying chokepoints. I'd like a minimum of two units there at least
- Along with height comes a few restrictions: units can jump a max height (some units more than others?), can fall an unlimited distance (but also fall damage?), and that will play into the pathfinding algorithm I introduced last week.
- I may also have to play around with hiding/showing certain tiles based on rotation / unit visibility. We don't want a situation where you can't see the current unit because they're surrounded by higher tiles on the map
- A bonus point goal: changing the animations to jump up/down when there's a significant height difference. A neat little hop animation should work well.
Have a good week all!
Rootless
Woodland TRPG featuring Gen AI
| Status | In development |
| Author | ChadEmm |
| Genre | Role Playing |
| Tags | Tactical RPG |
| Languages | English |
More posts
- Week of Nov 24 Retro4 days ago
- Goals for Week of Nov 24th10 days ago
- Separating the Core Game Loop12 days ago
- Working in Unity as a Web Dev19 days ago
- The "Challenge" Action20 days ago
- The Species of Rootless21 days ago
- The Missions of Rootless22 days ago
- The World of Rootless22 days ago
- The Generative Elephant in the Room22 days ago

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