| 10-17-2010, 04:24 AM | #1 |
Grid-Based Battle RPG Test Hello, everyone. This is "just another test" by me. The point in creating this demo project was to hopefully create an actual episode similar to the campaign maps where instead of having an RTS-style gameplay, you would be doing it in a grid-based RPG style atmosphere. Once all touches and additions have been finalized in the first episode, it would even be possible to move on to a full blown campaign. This is a only a test of a grid-based battle system in action. The only "reference" map that I had upon my disposal was Soul Chess, but since the map is protected and it the things that I needed were not used to farther extent (such as movement), the map didn't really help. One of the inspirations for this map is Soul Chess. I never liked how the "interface" worked. It's cool because it is one of the only maps do use some type of grid-based movement. However, I felt that it is too slow and many steps that it took to do certain things could be done faster. Hopefully I've accomplished that in this test map. The inspiration for the map is undoubtedly Fire Emblem and other Tactical RPGs out there. The basic gameplay has been established and is working. This is what I want to show you guys, today. The map can be opened so you can look at all of my work yourself, but you need JNGP to open the map. Grid-Based Battle Test.w3x Please leave all information regarding comments, suggestions, and bugs here! Things in the Future:
Awkward Things That Either Need to be Fine Tuned or Kept:
Credits and Resource Contributions
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| 10-18-2010, 11:13 AM | #2 |
I tested, this and it was pretty entertaining albeit a little slow. However I couldnt get the archer unit to attack in the way the other units do. It always returns "weapons cannot be used this way". Am I doing it wrong or does it not work yet? |
| 10-18-2010, 03:05 PM | #3 |
A feature put in Grid-based games is too allow you to set the speed at which units move. I wanted to do instant so you wouldn't have to watch them walk. When I first implemented it, it looked weird and units would face random directions after they instantly moved, so I took it out. Hmm... I've had issues with the Archer not being able to attack if she is the first one to attack on the map. In the earlier versions, this happened because variables wouldn't set up correctly since the Archer only has an attack range of 2 and not 1-2 like the Huntress or Sorceress does. I thought I had this fixed. I'll look into it. One of the other problems I have right now is that when you have units attack with a ranged weapon, there's no attack art. It's purely aesthetics, but it will take time to get this part right (there are also a number of ways I can do this, too). |
| 10-19-2010, 09:56 AM | #4 | |
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Glad to hear, Ill look forward to testing future version of this. |
| 10-31-2010, 12:10 PM | #5 |
Mmm, Fire Emblem, nice. :) Found one rather big problem, you can use the cancel command after you've attacked, which basically allows you to make an infinite amount of attacks with a single unit every round. Maybe tell the player that you have to click on the enemy again to confirm the attack, I wasn't sure what to do in that situation. The units could move a little faster. Where are the battle scenes? =( I think it would be great if you made the battles like in Fire Emblem. They're the perfect opportunity to add some eye candy to your map. I don't think you'll be able to make pathing restrictions as long as you have the radius based movement system. I guess you'll have to come up with an algorithm for your movement system. Looking forward to future versions, I can see this becoming really awesome. |
