AI Overhaul - A Turn Based Interpretation of FFXII’s Gambit System

Inspired by FFXII's gambit system, I've overhauled the engine's AI system for combat encounters

Behold, The Encounter Designer

Welcome back, weary traveller! I know your search for the rarest of treasures, updates, has been arduous. It’s probably led you into an entirely new fetch quest and you’ve ended up havin…

Editable Lighting and React dat.GUI

One thing that's been high up on my todo list is to be able to edit the lighting for my combat maps.

Scalable Field View, Zoom and 2D UI in a 3D world

As I mentioned in my previous blog post, my focus for the engine in September was always going to be combat UI...

Real combat, ES6, React and Three r86

I realise it's been a very long time in between updates, but I'm writing to tell you that Project GoldScript is not dead. Far from it!

Sprites, shadows, turns, rounds, movement & pathfinding

With this video, I'm happy to say that unit sprites, shadows, movement, path finding, rounds, turns and very basic AI are now all fully functioning within the engine.

Dark Orbonne Monastery

A few weeks ago now, I had an idea in my head to produce a video for Halloween this year showcasing the very first combat map from Final Fantasy Tactics - Orbonne Monastery - recreated with our engine but with a darker twist.

A quick first look at the combat level building tool

The combat level building tool is coming along nicely, and to celebrate, I've uploaded a quick video to showcase its progress. This is also the first look at the latest version of the rendering engine after having made the switch from sheetengine to three.js

Very early look at elevation, pathfinding and movement

While this video captured a quick demo using an older codebase, it demonstrates some key features necessary for isometric grid based combat quite nicely. These are elevation, pathfinding and movement.