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Detected dependencies

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package.json
  • copy-webpack-plugin 11.0.0
  • phaser 3.55.2
  • react 18.2.0
  • react-dom 18.2.0
  • tile-extruder 2.1.0
  • ts-loader 9.4.2
  • typescript 5.0.2
  • webpack 5.76.2
  • webpack-cli 5.0.1
  • webpack-dev-server 4.13.0
  • @types/react 18.0.28
  • @types/react-dom 18.0.11

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Battle System

It seems like some sort of state machine would be useful for the Battle system, although to be honest I haven't settled on just how "Active" the battles should be.

I've always liked more "active" feels like Grandia II and Final Fantasy 10-2. Obviously those are more difficult to implement, and can feel wonky at times for the player. But if done well, to me they feel amazing.

Make a very simple `IntroScene`

Create an IntroScene that just has a simple menu which starts the game. It can just be a blank screen that allows you to press the enter button (or whatever key) to start the game.

Implement Collision

Right now, you can walk over top of tiles that you shouldn't be able to (water tiles).

The way that I authored the https://raw.githubusercontent.com/rtmruczek/jrpg/main/assets/raw-tiled-files/worldmap.tmx is with the Tiled map editor.
Download version 1.4.2 from here: https://github.com/mapeditor/tiled/releases/tag/v1.4.2 to open that file.

I know there's an updated version, but I don't like the way his new terrain brush works. However, the issue of collision is intimately related with how the terrain is painted in Tiled, so I'm open to a different way of painting the terrain if you wanted to try v1.5. Basically, the easiest way that I know how to do these realistic terrain transitions is to define those few different "curves" that you see in the tileset image. That method makes it very easy to paint the terrain in Tiled. He changed the way that worked in the new version.

This story is all fine so far, except I believe it's going to make collision more complicated. If you see below, you'll notice in the tileset that a bunch of the terrain is "half grass, half water". Some of it is even "3 quarters grass, 1 quarter water" and vice versa. If we keep the tilemap image as it is now (which again, I'm open to other ideas), I think we want some sort of way to tell the engine "only these 2 corners of the tile are walkable" or "only these 3 corners of the tile are walkable".

image

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