It seems to me like there are several places, such as falling and dying, where you want to do a whole-screen transition effect.
Do you think it might be feasible to split control flow early in _draw into "doing a transition" vs "not doing a transition"? Then you could assign to the variable controlling that split at the places where the transition starts.
function _draw() if falling > 0 then -- do the effect falling -= 1 else -- do the non-transition stuff end end
That is, what I'm trying to get at, is - what are the advantages of doing it the way you did versus at the top of _draw?
In the beginning I had all the functions as game.do() and player.do() and entity.do() since it was more sensible to me. Generally I prefer to keep the control flow in the main loop pretty simple. Once the character limit becomes more of a problem I might have to do that, though.
From someone that doesn't really enjoy rouge-like games like these, this is great! I really like the artwork and the controls feel very responsive and instant (due to the turn based mechanic I guess). It's interesting how it almost feels Zelda like with the pushable blocks and holes in the floor that you can fall down (Great animations and transitions on those too ;) ) which makes the game feel like an adventure instead of bombarding you with RPG stats that break immersion a bit.
This is really cool so far and I look forward to future updates on this!
Hmm ... Sega Saturn. I never could get that emulator to run correctly in Windows.
I always wanted to play ASTAL again.
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