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

Turn Based Battle / Combat System (Active Time Battle (ATB))

Discussion in 'Community Learning & Teaching' started by OctoMan, Mar 2, 2016.

  1. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this rather long tutorial series i will explain, how you can create your own turn based battle system like the active battle system in Final Fantasy 6.

    Active Time Battle (ATB) means, the enemys will act independent from the heros input, but enemys will not act, when heros are the next to attack. So if the player does not do any inputs, the enemys will keep attacking, when they can.

    It won't have intense grafics and i will try to explain everything as best as possible. Even if i might go against some principles of object oriented programming, feel free to correct me.

    Introduction:



    Playlist is here: https://www.youtube.com/playlist?list=PLj0TSSTwoqAypUgag6HJoVZD-RmbpDtjF
     
    Last edited: Mar 19, 2016
    Paulohmm likes this.
  2. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this part we are creating the battlefield, and create the base classes for enemys and heros.
    Also we start with the hero statemaschine and enemy statemaschine.



    I know i made some mistakes in here, but i will fix them in a later video.
     
    Last edited: Mar 2, 2016
  3. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this part we will create some GUI elements using the canvas system. We will change the functionally later on.

     
  4. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this part will create the hero and enemy statemaschines & and connect the progress/ action/ gauge bar for the heroes.

     
    Airgonautt likes this.
  5. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this part we create the actual battle statemaschine, let the enemy choose an action and fill the corresponding and needed data into the battle state maschine.

     
  6. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In this part we move the enemys near the heros, when they are attacking, to show interaction.

     
    Last edited: Mar 7, 2016
  7. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    In part 7 we improve some GUI elements and add managable heros to a new list.

     
    Last edited: Mar 13, 2016
  8. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    Last edited: Mar 30, 2016
  9. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    Last edited: Mar 30, 2016
  10. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    Last edited: Mar 30, 2016
  11. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
  12. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    ikemen_blueD likes this.
  13. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
  14. Kroy13

    Kroy13

    Joined:
    Apr 29, 2019
    Posts:
    1
    Does these codes and all work for 2d too instead of 3d?
     
  15. OctoMan

    OctoMan

    Joined:
    May 10, 2014
    Posts:
    167
    A lot people where following the series and could apply that to 2D games as well.
     
  16. MrPlayGame

    MrPlayGame

    Joined:
    Sep 29, 2020
    Posts:
    1
    THank you!