Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Tactical Rpgs/ Final Fantasy Tactics Look alike

Discussion in 'Community Learning & Teaching' started by rmarceligame, May 10, 2011.

  1. rmarceligame

    rmarceligame

    Joined:
    May 10, 2011
    Posts:
    7
    Aloha!

    I'm pretty new in Unity, I've read a lot of good things about it. I have been working on a game design and story for a while now and, please don't laugh, I have been using rpgmaker VX for a while to play around the idea. Though there are many scripts there to do what I need I have seen the proverbial ceiling of the ability of the program. Unity looks very promising and has the feature to publish to the android market which I am targeting.

    I am primarily a designer and writer. I have extensive experience with 2D art making use of Adobe products. I have some experience and C and JAVA.

    I have taken a look at the plug in and tutorials that could help me to make a tactical rpg with UNITY. The ORK plugin and UED or was it UMD plugin (for rpg conversations). But I haven't seen enough tutorial or assets that can 'ease' my development of the game ( not to say that I think it will be a walk in the park).

    Can anyone please point me in the right direction? Can you suggest scrptis/ tutorials/ assets that could help me make a Final Fantasy Tactics look alike? I mean Rpgmaker VX can do it. I just know Unity can do much better.

    Mahalo
     
  2. NavalOne

    NavalOne

    Joined:
    May 10, 2011
    Posts:
    3
  3. rmarceligame

    rmarceligame

    Joined:
    May 10, 2011
    Posts:
    7
    Anyone working on a project like this? I am surprised nobody has yet.
     
  4. Kanly

    Kanly

    Joined:
    Feb 8, 2011
    Posts:
    87
    Maikosensei likes this.
  5. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    I'm making a tactics look alike, though I'm new to unity, and game development in general, but here's a link to a build.

    windows:
    http://dl.dropbox.com/u/39676478/TacticsBuild_Data.zip

    mac, intel:
    http://dl.dropbox.com/u/39676478/TacticsMacBuild_Data.zip

    there's no web because it crashes if you attempt to save, and this sort of game needs saving.

    I don't have a site, but I'm looking for original models and story, among any other input.
     
  6. Kethis

    Kethis

    Joined:
    Sep 10, 2009
    Posts:
    28
    I have a long term goal to produce a game like FFT. Its fleshed out on paper and I have a small but competent team, but my programming skills/time I can invest arent up to par. So Im working on a voxel engine (read: minecraft), which will probably play a role in the tactics game.
     
  7. Flash427

    Flash427

    Joined:
    Jun 16, 2013
    Posts:
    9
    I've been working on my project with something like this but I've been having issues with moving the AI. How were you able to make the AI move to different locations on their own and within their movement areas?
     
  8. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    Hi, this is an old thread, but to do something like that you gotta think about how the user does it, if you're highlighting the movement areas you know what their movement is restricted to.

    simply loop through all of the highlighted tiles and pick one for them to move on, if you want to make them move towards something, find the shortest distance tile to your target. it would probably look something like this:
    Code (csharp):
    1.  
    2. List<Tile> highlightedTiles = myPathFindingHighlighterMethod(); //assuming this returns a list of Tile
    3.  
    4. Tile destinationTile = originTile; //start the destination to the original tile location for the AI
    5. float shortestDistance = 99999; //some big number to start out with
    6. foreach (Tile t in highlightedTiles) {
    7.       //where t is current tile, assuming it has transform.position on it and target is another tile which you want the AI to get closer to
    8.       float distance = Vector3.Distance(t.transform.position, target.transform.position);
    9.       if (distance < shortestDistance) destinationTile = t; //set the destination to a closer tile to the target
    10.       shortestDistance = Mathf.Min(distance, shortestDistance);
    11. }
    12.  
    13. //finally
    14. currentAI.moveToTile(destinationTile);
    15.  
    Hope that helps.

    also if you know lambda expressions it's a bit less code:
    currentAI.moveToTile(myPathFindingHighlighterMethod().OrderBy(x => Vector3.Distance(x.transform.position, target.transform.position)).First());
    though I'm not sure if it's -distance or just distance.

    if you want to get fancy you would path find within the loop instead of Vector3.Distance(,) you would do a path to the target tile then count the tiles, that would be your distance to compare.
     
  9. Flash427

    Flash427

    Joined:
    Jun 16, 2013
    Posts:
    9
  10. Thejon

    Thejon

    Joined:
    Nov 12, 2013
    Posts:
    11
  11. Greviouss

    Greviouss

    Joined:
    May 27, 2016
    Posts:
    120