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.
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.
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.