Goals for Week of Dec 15th
Rootless » Devlog
As per my progress post from last week I was lamenting the fact that I hadn't really worked on any "unique" aspects of Rootless in the project yet, so this week I aim to alleviate that by working on the Tag System!
A recap; the "tags" are attributes that units can gain and lose throughout their adventure, and will directly influence the generative AI output as well as the stats and abilities available to the unit. My goal this week includes:
- the ability to get a "tag" from the species, unit, terrain data
- in the future this will also include things like equipment and other stuff, but we're not there yet
- gaining a temporary tag from terrain
- i.e. maybe the river tiles will make you "wet" for two rounds
- if moving through a path gives you one or more tags, they should show in the move preview
- when gaining a tag it should show in the scene like a damage / miss result does
- referencing applicable tags when selecting, previewing, and executing an action
- i.e. an attack action should be affected by tags that alter might, fortitude, agility, and finesse
- display what tags a unit has on their active / target unit panel
My bonus goal will be to include the critical chance / damage on the attack action, since I forgot to add that while ago :)
Have a good week!
Rootless
Woodland TRPG featuring Gen AI
| Status | In development |
| Author | ChadEmm |
| Genre | Role Playing |
| Tags | Tactical RPG |
| Languages | English |
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