First Steps - BaseCharacter
Development is moving from lore to systems!
In Eternal Light, characters are defined by BaseCharacterData (.tres) and linked to an Archetype resource. This lets us separate raw stats (HP, Attack, Defense, and so on) from role-specific rules.
On the gameplay side, I’m setting up:
A PartyManager to handle active characters.
A CharacterManager to connect their data to the Node2D in-game representation.
An EnemyManager with simpler data.
A CombatManager that decides turn order. Instead of strict “all heroes → all enemies”, turns are based on speed, with the order recalculated dynamically whenever buffs or debuffs apply.
Goal: keep battles tense, strategic, but not grindy. Every encounter should matter.
Next milestone: a BaseCharacter scene that reads .tres data and shows a minimal UI (HP, name).
Eternal Light Devlog
My journey into pixel art & indie RPG gamedev – one step at a time.
More posts
- Main Lore1 day ago
- Welcome Aboard!7 days ago
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