Infiltrator
In preparation of the very exciting play session of Infiltrator that took place on Friday night, I reviewed and rewrote most of the team-rolling code to be more sane and to work with the also-reviewed and also-rewritten spectate-only feature. There's still some odd bug where the game refuses to start under some conditions, so I still need to look into that.
Tale of Flocksworth
I kicked off this week by lumping characters' attributes, skills, health, and mana into one big data structure and then gave each character two of them: one for their base stats and one that holds active modifiers. There's also a function to apply some stats to others but without actual characters, I can't say for sure if it works. I then got an idea for how to handle honorable duels—as opposed to barbaric combat—loosely inspired by Reigns' dueling system and made a dueling demo with some visuals very blatantly based on those of Reigns. Finally, I was going to work on making entire graveyards spawn but got thoroughly stumped by an insanely bizarre bug that was causing graves to spawn wherever they wanted. It took me a very long time and setting up proper debugging tools to fix it, but I'm not really sure how it even happened in the first place.