Deferred Primitive Animations

Something I've been putting off for a while. Turns in the game are resolved in a single frame and then the action tokens set up a timeline of animations during execution which play at specific frame counts so that you can watch the turn play out.

This was made to work with actor positions, some of the movement animations, syncing up the camera movement, the palette flashing, all had to be put onto a timeline to deterministically resolve at a given frame.

Now I have a system to add arbitrary rendering to this. Projectile abilities can show a circle flying to the target (left gif), damage numbers can come up as a response to taking damage (right gif), etc, etc. This is the final piece of the puzzle for figuring out what is happening during combat execution :host-joy:

#gamedev #chron4

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