01-20-2017, 08:51 PM
Enemy stuff testing. Everything here is pretty much in a VERY rough state (overworld enemies don't have walking animations other than left/right, transition is temporarily, and the enemy AI is pretty much "point at player direction, then move to it" with no real sense of logic and pathfinding. Also, note that I was able to move on the map transition, which is not intended)
Each enemy will have it's own encounter group inside it. (so when you fight a single chicken/whatever. Other enemies might be in there). Mostly to speed up the encounter animations. As with enemies themselves, they will have different movement speed and AI types depending on what they are.
When you're overleveled (when you're strong enough to eliminate the leader in a single turn), enemies will just stare at you, as you can "speak" to them to battle them, as in-battle, they'll just run away in fear on their turn.
Haven't worked on re-designing battle menu, as the text "NOT DONE" is there for placeholder reasons, like always.