Going to check out the vibes on Bluesky for a bit, find me here

Going to check out the vibes on Bluesky for a bit, find me here
Added a job for attacking targets this week. Also considering some refactoring to the components system to make it easier to separate state and behaviour.
Experimented with adding animations today. Thinking about setting it up as a state machine, but still wondering on how to trigger the transitions and change from one animation to another and handling directional sprites. It's nice seeing it come to life.
For the devlog this week there is an update to keyboard navigation. Focus can now be moved between focus nodes and each view can hold multiple nodes, like the action bar.
This week's features includes visibility. Things like buildings and characters will show adjacent items for a certain distance. Discovered but not visible tiles is hidden in a fog.
This week I integrated the sprite tinting I made last week with the health and sprite drawing component for mobs. This causes them to now flash when taking damage ⚔️.
The card game scene in episode 4 was amazing