Implementing a 1st-person "Grid" battle system

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Started by atma505 7 posts View original ↗
  1. Hey everyone!
    So I'm trying to work out a battle system that would ultimately look a little something like this.
    ff094f6c5f8ad580afa4ae703bed17d0.png
    Different attacks/skills will affect different sections of the "grid." Allies would be on a 3x3 grid, same as enemies, and some skills might impact both sides (essentially making this a 3x6 grid, but enemies can't cross into to the bottom 3 rows and vice versa).
    Does anyone have any suggestions where and how I might begin implementing this system? The YEP Battle Engine Core doesn't seem to work so well with first-person battles. I've written out some of the pseudocode for all of this but I don't know the first thing about JS.
  2. I'm making a ARPG game right now (like Zelda) but if I ever developed a classic RPG Game, I can see myself using a switch that would turn on the event "Start Battle" or something, then put all those pictures and even more variables for each enemy, HP, and switches for enemies, HP that I would turn off after the variable is over, that's how I would do it.

    A battle engine must be the easier solution but you can't customize that much.
  3. Never underestimate the power of Eventing. Yes, it would be a daunting task to event a battle system such as this one, but it's not impossible.
    If you put your mind to it, I'm sure you'll be able to find a way to do it. On the other hand, if you have a lot of money, you should certainly be able to find somebody to code something like this for you.
  4. Doing a highly unique battle system like this will most likely require a plugin for optimal performance and better complexity. It is possible, but I haven't seen many "semi-tactical" battle system like I call them. I made one for my game (not for public usage, sorry) in the traditional third person view, but it proves that semi-tactical battle system are a thing.

  5. You might be able to use Yanfly's Area of Effect and/or Row Formation plugin to create a system like this. (I haven't used either of them myself, just going from their descriptions.)
  6. MushroomCake28 said:
    Doing a highly unique battle system like this will most likely require a plugin for optimal performance and better complexity. It is possible, but I haven't seen many "semi-tactical" battle system like I call them. I made one for my game (not for public usage, sorry) in the traditional third person view, but it proves that semi-tactical battle system are a thing.



    Any suggestions on where to best learn the necessary Javascript? Moving the cursor around should be easy enough, it's putting Monsters/Troops into the new system that I'd be most unfamiliar with. Probably the default help file has some necessary stuff so I'll look there next.
  7. @atma505 If you already know javascript, just mess around with the default files, look at the help file (although that didn't help me much). Creating a battle system just takes time and patience.

    If you don't know javascript, or aren't sure about your skills about coding such a thing, you could practice by trying to code something simpler (like a menu) and slowly raising the bar until you're comfortable enough to code your battle system.