- Jul 30, 2020
- 23
- 25
There are a lot of dynamics I'd like to see in HRPGs and RPGs. After a long time of not seeing them emerge, I decided to try to build them out.
First thing to try was a time based system, that affected both out of battle things and in battle things. For instance, if you got poisoned and that poison had a 20s duration, then, at 10s you got into battle, the poison would last for the 10 remaining seconds within that battle.
Here is my experiment using phaser 3 with a battle system that uses real time with pause for action selection.
Actions take variable time, They can be interrupted by a number of things.
I also added a body parts system. So, you'll see that actions become unavailable as the main character gets grabbed. The first grab, grabbing one wrist, disables the "double punch", because it requires two hands, and the grab also disables the the jump kick which requires free movement. The second grab disables the "punch" action because no hand is available to punch with.
You don't see it, but there's also a stat system built in that affects damage and speed and other things.
Next I'll be adding the positional grappling system,
I'm using Rex's plugins for some of the UI. I intend to make this the standard sort of top down dungeon crawling RPG.
I haven't built a full game before, though I've modded a bunch of stuff, so feel free to chime in about obvious things I might have missed.
First thing to try was a time based system, that affected both out of battle things and in battle things. For instance, if you got poisoned and that poison had a 20s duration, then, at 10s you got into battle, the poison would last for the 10 remaining seconds within that battle.
Here is my experiment using phaser 3 with a battle system that uses real time with pause for action selection.
Actions take variable time, They can be interrupted by a number of things.
I also added a body parts system. So, you'll see that actions become unavailable as the main character gets grabbed. The first grab, grabbing one wrist, disables the "double punch", because it requires two hands, and the grab also disables the the jump kick which requires free movement. The second grab disables the "punch" action because no hand is available to punch with.
You don't see it, but there's also a stat system built in that affects damage and speed and other things.
Next I'll be adding the positional grappling system,
I'm using Rex's plugins for some of the UI. I intend to make this the standard sort of top down dungeon crawling RPG.
I haven't built a full game before, though I've modded a bunch of stuff, so feel free to chime in about obvious things I might have missed.