create account

Project Burner Dev Log 1: Movement and the Action System by projectburner

View this thread on: hive.blogpeakd.comecency.com
· @projectburner ·
$1.62
Project Burner Dev Log 1: Movement and the Action System
<center>

[![](https://ipfs-3speak.b-cdn.net/ipfs/bafkreihud2g6ggagcpll5uqahrkdqfvy7xweo62pshrtiazycw5ujvmgy4/)](https://3speak.tv/watch?v=projectburner/lmlqtuca)

▶️ [Watch on 3Speak](https://3speak.tv/watch?v=projectburner/lmlqtuca)

</center>

---

This video I talk about how I plan on implementing movement in the game, functionally on a square grid, and as part of a larger action system. Each round a player has access to two standard actions, one free action, and the ability to ready an interrupt action to be used later, sort of like setting a trap card. Movement, Default Weapon Attacks, and most Combat Abilities will fall under the umbrella of Standard Actions. Items and Environmental actions fall under the umbrella of Free Actions. Dodging and other split second actions fall under the umbrella of Interrupt Actions. 

This video is uploaded onto a new account because I had some trouble with my threespeak account linking to the Hive. The previous video is linked below:
https://3speak.tv/watch?v=projectburnerrpg/vmihkfen

---

▶️ [3Speak](https://3speak.tv/watch?v=projectburner/lmlqtuca)
👍  , , , , , , , , , , , , , , , , , , , , ,
properties (23)
authorprojectburner
permlinklmlqtuca
categoryhive-189497
json_metadata"{"tags":["projectburner","projectburnerrpg","tabletop","gamedesign","developmentlog","rpg"],"app":"3speak/0.3.0","type":"3speak/video","image":["https://ipfs-3speak.b-cdn.net/ipfs/bafkreihud2g6ggagcpll5uqahrkdqfvy7xweo62pshrtiazycw5ujvmgy4"],"video":{"info":{"platform":"3speak","title":"Project Burner Dev Log 1: Movement and the Action System","author":"projectburner","permlink":"lmlqtuca","duration":491.371,"filesize":31918394,"file":"sNIqrXVkcaYnjIqarnBPdZERLRNiNdPVGoRlOXEftCQffGsVBQiHHsyoAUgBqkVA.mp4","lang":"en","firstUpload":true,"ipfs":null,"ipfsThumbnail":null},"content":{"description":"This video I talk about how I plan on implementing movement in the game, functionally on a square grid, and as part of a larger action system. Each round a player has access to two standard actions, one free action, and the ability to ready an interrupt action to be used later, sort of like setting a trap card. Movement, Default Weapon Attacks, and most Combat Abilities will fall under the umbrella of Standard Actions. Items and Environmental actions fall under the umbrella of Free Actions. Dodging and other split second actions fall under the umbrella of Interrupt Actions. \r\n\r\nThis video is uploaded onto a new account because I had some trouble with my threespeak account linking to the Hive. The previous video is linked below:\r\nhttps://3speak.tv/watch?v=projectburnerrpg/vmihkfen","tags":["projectburner","projectburnerrpg","tabletop","gamedesign","developmentlog","rpg"]}}}"
created2022-02-17 15:10:09
last_update2022-02-17 15:10:09
depth0
children0
last_payout2022-02-24 15:10:09
cashout_time1969-12-31 23:59:59
total_payout_value0.767 HBD
curator_payout_value0.851 HBD
pending_payout_value0.000 HBD
promoted0.000 HBD
body_length1,111
author_reputation611,361,734,550
root_title"Project Burner Dev Log 1: Movement and the Action System"
beneficiaries
0.
accountspk.beneficiary
weight1,100
max_accepted_payout100,000.000 HBD
percent_hbd10,000
post_id110,558,881
net_rshares1,641,901,069,259
author_curate_reward""
vote details (22)