little bit of progress - had some issues with the skeletons not "seeing" the player so i had to keep trying to fix it but i ended up with a kinda 1/2 workaround... it's not so noticeable now anyway.
- added a script for a zone that will block the player from entering any unintended areas (such as walking through walls) as i can't use physics for any of the characters as this causes the camera to zoom in extra close (as my actual third person character is just a hidden entity i'm using to swap between the skeletons)
- added an animation for skeletons that are on the map but can't see you (when it's their turn), allows you to better see where enemies are as i kinda want to keep the camera zoomed in more than the original video
- added combat mode (technically added more action points for when the enemy can't see you) - so you can now move further when not fighting, should speed up the game a bit and offsets the delay for the new skeleton turns.
- tweaked blocking to now be more effective (again)
Quote: "Irregular terrain with cliffs, fire, lava, etc, as scenario for the battles would be nice, increase the danger, and the chance to take damages"
terrain unfortunately is not possible right now, without physics moving up works but they dont fall back down - it's already a small issue with the graves making them float a bit (and character 'y' values always report 600 regardless of their actual height so can't even script a solution)
i may add some form of fireball from the necromancer though, i like that
i've decided this will definitely become a mini game with a necromancer boss, i plan to make the necromancer have a few "lives" and fly around the graveyard as you kill him, and spawn more skeletons the longer you leave him be.
life\'s one big game
windows vista ultimate
i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11