TFCOE: Devlog #2.5

Conor Kirkby

20/11/25

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TLDR

What Happened

Hey everyone!. This is going to be a short one, the reason its short is because I spent a long time creating a system only to realise its not whats best for the project. It happens. What I did want however is to show this system off before it gets replaced, because even though it isn't performant or the best practise for programming. Im still proud I got it to work at all.

Before that quickly, I also managed to setup a nice smooth system where the character can switch between free mode, this is where the player can move freely with normal input, and the combat mode, This is where the player can only move on their turn and only being able to move on grid pieces.This is best shown off in the devlog video.

Moving on. So of course since this game's combat will be using a grid based system for movement and attacks, I needed the grid pieces to be able to communicate with each other and share information. The first thing that cropped into my mind when thinking about this is that tracing could be used for this, and it was silly of me to start making it without a second thought. Even so it was a lot of fun. I hid small collision boxes inside the cube that the trace would hit nicely and it worked perfectly fine! I thought since the tracing would only happen at specific points during combat that it wouldnt be much of an issue and I'm probably correct, however I could never forgive myself if I couldnt put the best work I can into this.

So what I am going to do moving forward, is to begin creating a grid-based system where the pieces are all stored in a manager and each have a set position X = 1, Y = 5 etc... This will be significantly more setup time for each combat encounter, however it is undoubtedly a much better system for performance and function calls. I will begin creating this system going forwar and by the time of the next devlog will have hopefully have made progress!

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