[TURN BASED] COMBAT
A little over a year ago (or thereabouts), I said I wouldn't be able to even think about tackling the prospect of implementing a turn based combat system first for fear of not being able to implement it properly. Fast forward to today, and with the sheer depth of knowledge that I have accumulated from my work with Unity and C#, I've managed to get this rather nice basis of what I have in mind for the future for Battletits.
This latest update is a showcase of what I have in mind for Battletits, an upcoming overhaul of the combat system that will be imported from the RPGmaker version and improved upon;
- Both sides will no longer be limited to 5 characters maximum per side
- Check stats of both enemy/player characters IN BATTLE, at any time.
- Turn order is dynamic, meaning that if a character's agility changes before their turn, the time before their turn can take place will reflect that.
- Turn order will also incorporate a new feature, 'Action speed' or the speed of an action. 'Action Speed' determines how long an ability will take to conduct in conjunction with the turn order, and the turn order for all battlers will be conducted from this
- Numerous advantages over the RPGMaker version, namely the level of customisation here is practically infinite, and the baseline requirements at the moment are fairly low
- Frame rate/memory leaks etc - since this game will use Unity instead of RPGMaker as an engine, that means, essentially that the potential for memory leaks and huge spike losses in framerate will be far less frequent. Not to say impossible, because, frankly, it depends largely on my ability to code and the inherent stability of the new engine, but so far, progression is good and stability is as well.
- Battlelog is back, and it's looking groovy. Added features so that it can be expanded/minimized at will.
At the moment the depth of variety in abilities is very limited, but that is reflected, at the moment by simply making sure that systems work properly etc.
Please note, everything you see here is still subject to change but the concept will remain the same. Everything is also very much still WIP, so some features such as animation are absent, and the graphics you see before you (for the most part) purely placeholders.
If you've noticed the addition of several taboo stats at the bottom of the character sheets window, yes, such inclusion is intentional, and no, it will not be forced on all players; it's inclusion will be entirely optional via in-game taboo toggle etc. As far as I'm concerned the only thing fully off the table in my concern will be gore/anything of dubious legality. Every other fetish I will.. Do my best to cater to, provided I don't find it completely distasteful. I'm not sure how any of these stats plays into combat or gameplay at the moment but I included them anyway for the time being lol
I'm also working on a new scene for the Interactive standalone segment that is already out
Stay tuned!