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:
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
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.
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.
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…
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.
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.
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.