Strategic Expanse devlog #8 1/20/2024 click/press any key to change screenshots Last devlog: https://scratch.mit.edu/projects/943378878 You know what they say: New year, new engine! (Except the new engine was from last year December) Or something along those lines. This devlog admittedly doesn't feature anything too exciting, especially because this is me redoing something I did a while ago. But, with the limited time I've had, a good amount of the engine has been (re)done. Now skills are working! The skill system was probably the biggest reason I decided to redo the engine in the first place, and now it's at a spot that I'm happy with. Units can select targets (open tiles or enemies) and move around. One of the new things in the engine that I'm especially happy with is an Undo button on skills. Previously, if a player, selecting a skill with multiple steps, selected a tile but later decided they wanted to move to a different tile, they would be forced to exit the skill entirely and start skill targeting over. Now, if a player wants to change a decision on an earlier step, they can just push the Undo button! Recently, I've also added HPs, allowing for units to attack each other (as before). The system is rudimentary at the moment, and I have a number of things to add, such as: ~ HP displays on the side of the screen ~ damage indicators (numbers that appear when a unit takes damage so you see how much was done, a feature not in the first engine) Now that the basics of the skill system are in place, I'll work on adding more steps in skills, such as targeting all enemies in an area or applying status effects. I also need to build an animation system, something that I have some big(ish) plans for. Well that's my little rant done, happy Scratching and stuff everyone - Huckleberry Music: by me, made in Musescore 4 SFX from wherever @The_Updator got them #Huckleberry256