Day 6
Fresher than yesterday but still tired, I got to make a first version of detection of character K.O. to properly remove them from the game flow. It's a bit tricky because I chain an extra state after the attack one *if* it does happen that the target of the action gets K.O.-ed after and it makes the coupling between the entities' states and the orchestrator's own states a bit tedious, but so far, it's alright and I think I can eventually clean that up if I'm getting a fresher brain this weekend.
Memo for Day 7
- Cleanup the action result's location
- Experiment with AI
- Make teams
- Map tile cost based on enemy abilities (alpha-beta?)
- Small animations for turn UI (low prio)
- There's still code cleanup and documenting (low prio but it should be higher)