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Eventing My Battle System (slowly)

SPN

Member

So I'm making a promise to myself that I'm actually going to make something out of this. I want to make this work. I've been having progress with it in general, but I'm still just at the tip of the iceberg.

If you haven't already guessed, I've been making a battle system largely out of events. Basically, you run into a monster running around on the map, it teleports you to a battle map where you proceed to duke it out with said monster(s). It's a true turn-based system in the sense that, everyone's turn order is calculated, and you choose your action when it's your turn. I really enjoy this kind of system over picking everyone's action at once, and hoping the order works out properly and whatnot.

Anyway, my goal for this thread is to just post updates and whatnot on what I'm doing, and I would love tips and advice from you guys every step of the way. I consider myself a good eventer, but even the best of the best in any area benefit from outside input. Zeriab and cast already saved me oodles of time translating damage to pictures with dividing and remainders and whatnot. Very helpful stuff already.

With the ranting out of the way, I'll get this started.

September 25th, 2010
Besides a few formulas and visits to Notepad for jotting down stats and ideas, I haven't actualized too much of this system besides the basic menu functions. Here's what my head is wrapping itself around at the moment:

Item Systems
Making a good item system seems like a daunting task with events, and I'm just started to go over this now. I know it will be a rather large hurdle for me to jump, so I'd like to get it out of the way as soon as possible. I know that some of you guys out there must have experience with evented systems, and any insight whatsoever is very much appreciated. Anything and everything will get me thinking, so anything and everything helps :)

Party Handling In-Battle
I'm also mulling over ways to make an efficient system to recognize who is in the battle based on the members in the party. I wish it was as easy as a Conditional Branch, but I'm looking mostly at implementing it into the turn order, the actions they can make, the enemy AI...everything really. Monsters aren't much of a worry, as I will most likely have a separate battle map for each possible mob. I think this will save me a lot of work coding conditional events and actions based off of who I'm fighting. This way, who I'm fighting will be a constant known, and I can work the coding around that.

So, not sure how this whole thing is going to go, but I thought I might as well try it out. Away we go!

Update #1:
Failing with quotes already. Good start, self.
 

Zeriab

Sponsor

Since you are creating a turn-based battle system I highly recommend you do a finite state machine approach.
The reason is that this way you can have huge events where you only use a small part of it at any given time.
Yes, speed is the reason I recommend it.

Good luck with it :cute:

*hugs*
 

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