astracat111
Member
http://www.astralojiagame.com
This is a thread dedicated to the next few months of updates that I will have working on the battle system for a turn based rpg I have been developing called Astralojia.
Battle Module Current Todo List 782018 236AM
BASIC LOOP
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- Instantiates attack prefab at location of WhoHasTurn
- Waits for state to play (wait for attack prefab to == null/finish)
- Damage Calculation Here: Figures out damage vs defense, stores it to each selectionTargets[]
- Instantiates impact prefabs at selectionTargets
- Waits/Delay (wait for impact prefab to == null/finish)
- Instantiate damage number prefabs at selectionTargets
- Wait/Delay
- Winds effects WM or MANA down, WhoHasTurn moves back to where he/she started
- Waits/Delay
- Check status effects from ability vs defense, place status effects from WhoHasTurn ability on selectionTargets if they don’t already have them on.
- Check for battle end condition
- If not met, go back to wait for next turn
- Add Check Status Effects 1) used against effected character, 2) see if they end on this turn
- Make sure in RPG Database that Status Effects must have at least a turns of 1 or above
IMPLEMENT FEATURES
- Implement ‘Move’ switch far to near and near to far.
- Ability far and near check
- Ability is greyed out if you don’t have enough mana or wm cost to use it.
- Ability is greyed out if you’re in the wrong position to use the ability.
DAMAGE CALCULATIONS
- Lvl increases Damage Base
- HandToHand increases near and physical attacks
- IQ increases defense
- Projectile increases far attacks
- Mana increases a little bit of all non-physical and increases signature ability damage
- If Targets element weak to element of the attack, more bonus damage
- Movement stat slightly increases near and physical attacks
BASIC AI
- AI: Conservative vs Liberal method
- Conservative = use mid-low mana cost abilities to save on mana and wear out opponent from using theirs.
- Liberal = use high cost abilities sooner.
- From Conservative to most Liberal:
- Counter, Defensive, All-Around, Offensive, Rusher
- Create All-Around first and foremost and create a range 0-100 that can be used as a base for each type.
ATTACK AND IMPACT ANIMATIONS
- Physical attack basic 1 and 2, physical impact weak, mid and strong
- Attack_Close_ All Elements, weak, mid and strong
- Impact_ All elements, weak, mid and strong
- Projectile_ All elements, weak, mid and strong
ABILITY BARS
- Power, Agility and Defense ability bars to add skill element.
- The following are what make them easier to use:
- Lvl as a Base to ease
- Power -> Mana
- Agility -> Movement
- Defense -> IQ
GUARDIANS
- Implement later in sequels
BATTLE CONDITIONS
- Btl_Conditions: Turn, Opponent WM, Ally WM
VICTORY CONDITIONS
- Timed match
- Opponent lose match
- Connect victory screen
IMPLEMENTATION
- Plug into field module, hook up the loop
Current Lines of Code: 3301, across 3 scripts
Current Hours: 103 hours
Projected Time: 200 hours
Updated 7082018 235AM