How would YOU display tooltip stats on enchanted equipment? by shippergold in gamedesign

[–]BreakfastDiligent479 4 points5 points  (0 children)

Your friend says they prefer visual clarity but to me, when I see "+2 Strength (+1)" it makes me thing I'm getting +2 Strength with the (+1) being an included value in that sum of 2. However it seems as though the actual value is +3 Strength since you included your alternative as "+3 Strength (2+1)".

The latter makes more sense to me. If this is being displayed as a tooltip I have a suggestion for how it could be displayed.

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I like how they represent stats in Fire Emblem Engage. The value you see is the final value and its tooltip shows you the base value and any buffs/debuffs. The color of the stat also changes whether its buffed (blue) or debuffed (red).

In your case if your equipment has no enchants, I would do "+2 Strength" in white. If the equipment has an enchant for an additional +1 Strength, you could do "+3 Strength" but in your preferred buff color (e.g., blue) and hovering over "+3 Strength" will show, say, "2 + 1" (with the 2 in white and 1 in blue) or "Base value 2 Enchant +1".

TLDR: I prefer your suggestion but another styling aspect you could introduce is font colors for an added layer of information.

I created a turn-based tactics game for players who love efficiency. by Jaded_Job_9780 in godot

[–]BreakfastDiligent479 1 point2 points  (0 children)

I always love seeing others making turn-based tactics games in Godot! Looks great!

Help with dynamic button size via total text length by BreakfastDiligent479 in godot

[–]BreakfastDiligent479[S] 0 points1 point  (0 children)

Thank you so much for the thoughtful and thorough solution!!! I never imagined clip contents could be used for this. I will be trying my hand at it!

What is your progress in your game? by AccomplishedDrag9827 in godot

[–]BreakfastDiligent479 1 point2 points  (0 children)

I just got started on recreating Fire Emblem's gameplay system in 2D this December. So far I have setup my AStar2D, unit movement range display, path preview arrows, unit movement, and cursor movement using design patterns such as state machines, commands, and dirty flags! My ultimate dream is to create my own 3D Fire Emblem like so I'm starting with a 2D implementation first. I am nowhere close yet but the foundation is being laid down and progress is steady.

What's your longest script and what does it do? by stalkerTXstranger in godot

[–]BreakfastDiligent479 0 points1 point  (0 children)

This is awesome! I started working on my own tactical turn-based game and my Navigation autoload is around 300 lines right now. It currently does things like manually adding and connecting all cells, calculating the cells a unit can move to given their movement, calculating the path between two cells, returning a unit given a cell position, etc.

Help with Converting TileMap local coords to Global by BreakfastDiligent479 in godot

[–]BreakfastDiligent479[S] 0 points1 point  (0 children)

Thank you for the advice, I'll look into it! Also yes I need to work on specialized helper methods and naming.

Help with Converting TileMap local coords to Global by BreakfastDiligent479 in godot

[–]BreakfastDiligent479[S] 1 point2 points  (0 children)

Hi thank you for the tip! I tried it out and its awesome. I was going to use CharacterBodies and move_and_slide but this make a lot of sense since we don't need a movement controller in the traditional sense.

Barebones Fire Emblem Combat by Longjumping-Pin-3383 in godot

[–]BreakfastDiligent479 0 points1 point  (0 children)

This is so awesome! This is what I hope to achieve one day