I finally decided to crack open FlashDevelop and work a bit more on Encounter. I fear that this project is very rapidly turning into a prototype rather than an engine… mostly due to my own laziness, but I need quick results to get over the hump in the middle of a self-maintained development project. It is definitely my objective to make this an engine where I can quickly turn out new encounters or tweak settings for existing ones though. But I’ve found (even in the real world), that it’s very hard to create abstract engines when you don’t have solid, concrete examples to work with.
For example:
What kind of abstract object would I use for a Circle and a Square? Well… a Shape! Great, I know what a shape is, that makes sense.
What kind of abstract object would I use for a Widget and a Foo? Uhh… who knows. Until I implement a Widget or a Foo and have some idea of what they are, I can’t really abstract concepts!
So anyway, the update. I added a few small things in this demo:
- Objectives: On the left side you can see your objectives. Their status changes when you meet or fail them.
- Ability Logic: As you can see, I’ve given the player insight (for debug purposes right now) to the states of the AI on the enemy. You can see when they change state and what he’s doing. This is the foundation for adding new abilities and AI to the enemies in Encounter.
- Cages: What are there cages here for? I guess you’ll have to wait until the first encounter is finished…
On with the show!

