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Some notes on how attacking will be performed. And a fish doctor named after a cat I saw once.
For attacking, I had considered using raycasting or collision detection for determining what gets hit for a little while. However, there is the issue of nonstandard positioning and character design that would complicate doing so.
A more reliable method of attacking would be having an array of characters, and I do love me some arrays. Each attack has different keywords that determine which array points will be affected. Attacks with the “Single” keyword allow the player to select a target, with additional keywords denoting acceptable targets: first, second, or third columns; ground or air. Attacks with the “Line” keyword automatically strike every target on a line, with most attacks automatically affecting their specified row; some “Line” attacks can target either the ground or air. And “All” designated attacks just hit everything.
Certain abilities or units can block attacks from affecting units behind them; positioning will be key to get the most out of these characters/abilities.
So I volunteer at the Humane Society with cat enrichment, which probably isn’t smart because of my allergies, and I met with a cat named “Doctor Tuna”, which stuck with me. Of course, I already have a cat character and it felt a little early to start doubling up on character types. It’s not stopping me from having, like, three fish-based characters so far.
Doctor Tuna has a bunch of healing abilities and an attack with an animesque reaction image that has an infinitesimal chance of one-shotting a target.