Okay, some more updates!
- Fog of war added. Well, it only works with doors though for right now. You can see it with the small room on the left with the door leading to it. There was also a fog covering the big room the characters are standing in. It disappeared when I opened the door. This may be the only system of fog I implement, but I haven't decided yet. Fog is tricky because it has to keep in mind line of sight to enemies or objects.
- The target system has been refined. You can see a red circle under the enemy. This means I am targeting him. All attacks or arrow's fired will go towards him. I made this since there will be some areas with more than one enemy.
- I did some more optimizations and cleaning. Nothing major here, just trying to keep everything organized so I can clone objects or add new levels without much fuss.
- I made it so that when you move the mouse over icons in the HUD, it will give a brief description of what it is.
- I made some small tweaks to the A.I. and combat. You can do some hit and run techniques if you have the skill for it such as hide in shadows (and can get out of site fast enough).
- I refined the lockpicking mechanic for the doors and chests.
- There's probably some other stuff, but I doubt it's worth mentioning.
I also tried to make is so there could be multiple of one enemy on screen, but I couldn't get it to work. I got it close, but this game and the A.I. is pretty complex. I spent several days trying, but I like the system with just one enemy. I can use functions so the damage is dealt at the right time with the animation, and a few other things. I also had some issues with going back and forth between layouts with multiple copies. Overall, it just wasn't worth the effort. I would have also had to drop stamina for enemies just to do it.
Now, I will be able to add more than one enemy to an area, just not exact duplicates, which is still fine with me. This is not a hack and slash game anyway. Only some areas will have multiple enemies anyway, and they need not be clones of each other.
Anyway, now I am going to work on design rooms and areas so I can get some strategy going. For example, planning out where guards might be in relation to treasure chests, or putting thought into ways to get by guards. I want the game to be interesting and rewarding. You are a thief after all. If you had no use for your skills, it would be pointless.
I also want to build my second enemy, even though it will forbid me from previewing or using the debugger ever again (unless I delete him temporarily).