Navigation features added
In the last few development sessions, I've been focusing on expanding the character interaction system. Here's what's new:
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🧭 AI Navigator: The player character is now capable of navigating the world using Unity’s NavMesh system.
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🖱️ Point & Click Movement: Players can now click anywhere on the terrain, and the character will automatically move to that location.
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🎯 Dynamic Crosshair Feedback: A crosshair follows the mouse pointer, projected onto the terrain to show where the character is about to move.
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✅ Target Marker: A separate crosshair appears at the chosen destination, disappearing once the character arrives.
These new features lay the foundation for more complex gameplay mechanics.
🔜 Next up: A big one! I'll be working on implementing the turn-based time flow, which will switch the game into a tactical mode during combat.
This will require managing turns (start/end), sorting participants by initiative (I will need some more companions on the screen, and some enemy?), managing player's input (allow during turn, not allow otherwise), showing information on the screen (HUD, character selection, action selection) and possibly more.
As always, feedback is welcome! Stay tuned for more updates.
D&D SDK based on SRD 5.1
A modular and extensible SDK for implementing Dungeons & Dragons-style RPG mechanics in Unity
Status | In development |
Category | Tool |
Author | Dee-Dee-R |
Tags | csharp, Dungeons & Dragons, Ludum Dare 57, sdk, Unity |
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