Overworld Systems
Interactive Story NPCs: Implemented StoryNpc.cs using a [Tool] script, allowing for real-time appearance swaps in the editor (Delia, Professor Oak, etc.).
Dynamic Z-Indexing: Added logic to ensure NPCs properly layer behind or in front of the player based on Y-position.
Talking & Roaming: Successfully bridged the MessageManager and CharacterMovement systems. NPCs now pause their movement to talk to the player and resume roaming afterward.
Battle System Architecture
Visual Design: Completed the Battle UI layout, featuring custom HP bars, player-back sprites (Bulbasaur), and enemy-front sprites (Pidgey).
Logic Framework: Generated the core State Machine for battles, including:
BattleStartState (Initialization)
PlayerTurnState (Action Menu)
EnemyTurnState (AI Logic)
CheckFaintState & BattleEndState (Win/Loss conditions)
Menu Navigation: Implemented a sub-menu system to toggle between the Main Menu (Battle, Bag, etc.) and the Move Menu (Tackle, Growl).
Next Session Goals
Damage Calculation: Hook up the “Tackle” and “Growl” buttons to actually reduce the enemy’s HP.
Exp & Rewards: Handle what happens when Pidgey faints (Experience gain and returning to the overworld).
Battle Transitions: Add a “Flash” or “Screen Swirl” animation when the encounter starts.