Ren'Py Battle Engine - Elevation
A new release of the Ren'Py Battle Engine is due imminently, so what have I been doing with my time?
Well, originally I was planning to make this the release in which I finally integrate battle-engine stuff into Ren'PyScript, so users can set up simple fighters, skills, items/equipment and battles without having to write any Python. I've left that to one side for now, however, as I've received some requests for features I have been thinking about adding for a while and I've redirected efforts. First up, as can probably be guessed from the shot above, is elevation... and tilemap support. You can see a preview of an early version of the elevation code in this YouTube video.
The system now reads in a text file describing a set of tiles with particular graphics, and another text file describing a map using those tiles, including optional elevation data, and will construct the battlefield from that data. Since that video preview was made, I've also implemented jumping states for transitions which move up or down too far, and the option to jump over intervening gaps to reach squares on the other side.
Additionally, I've also been working on a collection of screens to aid in the creation of RPG-type games using the battle-engine. Here's the revamped equipment screen, with hover-over preview of stat changes, grouped classes of equipment and so on:
It looks a bit similar to the previous equipment demo UI, but even leaving aside the aforementioned improvements, this version is also handy to invoke in only a single line of Ren'PyScript.
There will also be screens for party selection and shopping in the next release, all based on existing battle-engine classes for fighters and inventory lists, for minimal hassle.