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[WIP] Turn Based Tactics System [Battle Framework]

Discussion in 'Works In Progress - Archive' started by Itasko, Apr 24, 2015.

  1. Itasko

    Itasko

    Joined:
    Apr 4, 2015
    Posts:
    19
    I like TBT games like Disgaea and FFTactics, etc. So I decided to try building a TBT system from the ground up script-wise. I tried once with Toolkit a long time ago, but didn't get anywhere. This time things are coming along nicely. The goal is to make it where future adjustments are simple so it can be adapted for any idea I have. For now, I'm just using Pokemon because they've already got a nice set of resources, stats, graphics, and formulas. Lets me focus on learning C# while I try building this.

    -BattleOverlord that manages the Battle UI, Turn flow, Combat system, and pretty much everything that isn't a player.
    -Prefabs for spawn points. Battle Overlord loads these into an array and spawns the enemies. Enemies can be selected for any level with drag/drop in the inspector or they can be randomized.
    -A variety of player stats. For now, the Pokemon formulas are in place. Which take a base stat apply formula and bonus variables take the level into account and generate a stat value on the fly. I really like the way this works and the formulas, stats, etc can be modified. Additional traits like names, types, genders, bonuses, can be randomized on the fly to quickly create multiple copies of the same enemy in the same level that will never really be the same.
    -Battle Overlord organizes all of the characters on the field according to a stat (ie. speed, or whatever.) Plan to expand the options there in the future, but it works fine for now.
    -UI that displays important information on the active character. Health, stats, portraits that all reflect whatever. For now, portraits are different for the same character depending on the gender. Will probably add further diversification options in the future.
    -Rudimentary targeting system, but just started it today. Depending on your UI selection it sort of highlights the area of that particular attack or ability. Any characters in that area emit some particles for now. Green for friendly and red for foe.

    It's not pretty, but I still like seeing C# doing stuff I like. Video games and pokemon are enough to make C# seem interesting. I'll be surprised if I have the time to finish this thing. It's not a game I plan to release or anything, but if I finish the Turn-Based Tactics framework you can all have it. Except for you.


    So I messed around with it some more last night and made some improvements. Added the actual combat formulas with options for types, weaknesses, bonuses, STABS, all that good stuff. Got rid of the ISO camera for now just to try a different perspective, but the ISO camera is saved as a prefab. Also added an on screen display for damage, crit, hit/miss, exp, and all that. The video is kind of choppy, but that's just because of all I had going on on the laptop at the time I recorded it.
     
    Last edited: Apr 26, 2015
    theANMATOR2b and GarBenjamin like this.
  2. Itasko

    Itasko

    Joined:
    Apr 4, 2015
    Posts:
    19
    New Updates 4/26/15
    So I messed around with it some more last night and made some improvements. Added the actual combat formulas with options for types, weaknesses, bonuses, STABS, all that good stuff. Got rid of the ISO camera for now just to try a different perspective, but the ISO camera is saved as a prefab. Also added an on screen display for damage, crit, hit/miss, exp, and all that. The video is kind of choppy, but that's just because of all I had going on on the laptop at the time I recorded it.