Turn-Based Battle System

Okay, after months of coding effort(in part to my laziness, schedule, and inexperience) and thanks to the Unity Community, I’ve managed to implement an experimental battle system similar to classic turn-based system. You can try it here:



http://justin-clark.webs.com/RPG%20Battle%20System/WebPlayer.html

It’s still in the rough stages, so there’s not too many special features like an Item System, but that can be added later. Basically, it’s a framework.

And yes, I know I stink at modeling.

Current Features:

  • Attack or Defend
  • Enemy can Attack or Defend as well
  • Victory or Defeat
  • Smoother transfer of battle screen on death or victory
  • Dodge/Miss
  • Critical Attack for both enemy and player
  • Health Recovery

To Be Added:

  • Damage Variation
  • Main Menu
  • Boss Fight
  • New Battle Scenes
  • Overworld (2011)

If anyone has questions, I’ll do my best to answer them.

Edit: Whoever had these free ruins models made, if you want credit contact me.

I recently picked up my old Pokemon Game Boy game and so as soon as I saw this, I liked it.

Congrats on accomplishing this :slight_smile:

I’d like to see some variance in the Attacks, something like a “Standard Attack” at 100% accuracy, and a “Super Attack” at 50% accuracy, but at 200% damage. I would recommend not getting to complicated into damage variations yet, like trying to factor in resistances or weaknesses, but instead look into just expanding the options available.

Tempting…very tempting…
It’ll be awhile though since I’d have to clean up the coding though.

I’ll try that after I get the other updates in…and maybe some new fonts.

Not meant as critique, just an observation, but have you noticed there are stars in front of the moon?

Yes, I have. I was using a space skybox generator and it happened. Not really my primary concern though.

You should totally check the option that runs this program in the background next time you build it. File → Build Settings… → Player Settings. Check Run In Background.

Awesome system, though.

I have been doing a 3D grid based fighting system and I got to a point where I just can’t figure out the AI. In my system, each party member can attack in any order and each one has a variety of attack ranges (and most importantly, attack area/pattern) that they can attack on the grid. Determining what order they should attack in and which grid block they should occupy for maximum effectiveness in battle… that eludes me. If one chooses a grid then another can’t occupy the same and thus a ‘second best’ attack needs to be chosen.

But which of them will do the second best and which of them will d the third-best attack while not ruling out the fact that choosing the second best attack from character 2 might leave character 3 without any possible attack, thus the second best should become the third best so the third character can at least be used… then repeat for all the rest of the enemy… It’s a nightmare and I just can’t figure it out…

Have you given any thought to your AI yet?

Right now the AI is simply random based. It has two options, attack and defend and chooses based on a random value. If I wanted to get tricky then I could add booleans, such as if it’ s health is too low, add a chance for it to heal.

I agree. Add many different attacks.

You guys seem to under estimate the difficulty of that request.
I’m working on it, right now I’m making it so the attacks have a chance to miss.

Apparently, I overestimated it.

Check first post for update.

Alright, I’ve updated the file again. There’s a heal function now.

I plan on making the battlefield more, robust and allowing a choice between a regular fight and a boss fight when I get a chance…

Anyone got a monster 3d model?

Once I get that down, I’ll spend next year looking for a way to make a transition scene from an overworld to a battle scene, like in a normal RPG game.

Any chance you’re going to release this?
I for one would be willing to pay for this

I want to, but I need to polish the coding up. In addition, I want to get a over-world to random battle transition going so it wold be more useful.

Plus, I never sold anything here so I have no clue what I’m doing there.

Okay, I made some physical changes to the engine.

any progress on this?

Not yet. As it is, the engine can’t be casually used. The coding would have be directly inputted into the system and readjusted manually.

Okay, for the record, I took a break off the engine until I could get a modeler who could work miracles for me…and I forgot about it…
But anyway, I’m refining the coding and cleaning it up for the turn based engine, adding in some camera moves as well.