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View Full Version : Turn Based Battle System Engine.


Drew
02-06-2009, 12:59 AM
Using Nathans, trick for timestep turn order. I will update this topic frequently to show my progress. As well as asking what features you would like to see.

Part 1 [Basics/Scripts to start]
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Part 2 [Structure starting to form]
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Part 3 [Order/2 Enemies]
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Part 4 [More Enemies/Target System]
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ill update this soon, with my scripts soon. Please note, im learning as a I create so please bare with me =).

Ryner
02-06-2009, 07:52 AM
It needs a lot of polishing but looks quite cool. Nicely done.

Drew
02-06-2009, 11:37 AM
Thank you, and yes, It still needs a lot more work to be done. I still need to have like checks to see what enemies to load and whatnot, I should have this all done by hopefully April, thats my goal for the time being.

Drew
02-07-2009, 01:20 PM
Updated =)

GoalieGuy6
02-07-2009, 01:50 PM
It's lookin pretty good so far...
I like the targeting system in Part 4.
I definitely agree it could use a lot more polishing, but so far it looks like this will turn out pretty well! It's one of the best ones I've seen so far...

Drew
02-07-2009, 02:55 PM
Yeah, I love the target system for this one as well, the polishing will come once I get more members, as well as smart, and supportive ai. Thanks for the feedback.

Jamos
02-07-2009, 11:51 PM
Impressive as always, Reality. Especially with the bit of improvements done with part 4. I do have a couple of issues, though. You can't tell how much damage is being done with the attacks and when the monsters die they just totally disapear without any transition. Still pretty cool.

Drew
02-08-2009, 12:12 AM
Heh, yeah, thanks again for your feedback, pretty much my system process is as follows

1. Order
2. P1 Turn
3. Enemy Turns
4. More Party Members
5.Visual Damage
6.Enemy AI
7.Graphic updating, as well as AI updating.

Ωbright
02-08-2009, 12:28 AM
It's a great basis to build on. Sounds cool!

Drew
02-08-2009, 12:38 AM
So far my favorite two things would have to be the Target system, and the Enemy update check, right now im actually working on aggressive/supportive enemy AI, which should be tons of fun.