Project Burner Dev Log 1: Movement and the Action System
This video I talk about how I plan on implementing movement in the game, functionally on a square grid, and as part of a larger action system. Each round a player has access to two standard actions, one free action, and the ability to ready an interrupt action to be used later, sort of like setting a trap card. Movement, Default Weapon Attacks, and most Combat Abilities will fall under the umbrella of Standard Actions. Items and Environmental actions fall under the umbrella of Free Actions. Dodging and other split second actions fall under the umbrella of Interrupt Actions.
This video is uploaded onto a new account because I had some trouble with my threespeak account linking to the Hive. The previous video is linked below:
▶️ 3Speak
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