Plan for Ramen Sama
by Cinder Games · 07/23/2005 (12:34 pm) · 8 comments
Constructing a Turnbased RPG battle system. Started working on this not long ago and i must say it's pretty difficult, but not impossible. As it is now, it's very very basic, But it features some nice features. It has an updating "speed meter" to let you know how close to your turn you are(which is based on your speed, duh). It's also got a blue Health Bar for the time being, which of course updates as it should. ::NOTE:: the "player" is visible on screen only as an observer. it's not a First Person Battle system or anything. I was just too lazy to remove his crossbow off him for shots."


It should have support for any number of enemies, but i've got it set for 4 for testing. 4 Heros is set due to GUI space, but there shouldn't be any reason why you couldn't have more. When attacking occurs. it runs a progrom to keep it on track to the enemy location, but when it hits the bounding box, that's when the magic occurs. This is where the attack animation occurs, and damage is decided and the turn end functions startup. Then the speed counters start to build again and another turn is decided.
For players, they get to use the generic battle menu you see there. Monsters currently are mindless and only attack a random character. On that note, i haven't worked out a "selection" functin just yet so players, upon choosing "attack", have a random target chosen for them.
While being very generic, it has the base for alot of potential, and RPG resources are scarce! So building this way basically "all me". Once this is a little nicer i plan on releasing whatever source code to help you get your own TB battle system in your project.
While I say it's Turnbased, it's still based on your characters speed... and the Speedmeters only stop because i wanted them to. As it is, the "turns" overlap slightly... and i might even be able to set it so it's more "Active Battle" where the meters don't stop. that would be cool.
Also. it has support for "bumping" characters around. so no running right into something and stopping.
I'll update with some more pics when it stops being so ugly ^_^
::Update:: Here's some more pics.





It should have support for any number of enemies, but i've got it set for 4 for testing. 4 Heros is set due to GUI space, but there shouldn't be any reason why you couldn't have more. When attacking occurs. it runs a progrom to keep it on track to the enemy location, but when it hits the bounding box, that's when the magic occurs. This is where the attack animation occurs, and damage is decided and the turn end functions startup. Then the speed counters start to build again and another turn is decided.
For players, they get to use the generic battle menu you see there. Monsters currently are mindless and only attack a random character. On that note, i haven't worked out a "selection" functin just yet so players, upon choosing "attack", have a random target chosen for them.
While being very generic, it has the base for alot of potential, and RPG resources are scarce! So building this way basically "all me". Once this is a little nicer i plan on releasing whatever source code to help you get your own TB battle system in your project.
While I say it's Turnbased, it's still based on your characters speed... and the Speedmeters only stop because i wanted them to. As it is, the "turns" overlap slightly... and i might even be able to set it so it's more "Active Battle" where the meters don't stop. that would be cool.
Also. it has support for "bumping" characters around. so no running right into something and stopping.
I'll update with some more pics when it stops being so ugly ^_^
::Update:: Here's some more pics.



About the author
#2
Cause I love the smell of a fresh resource....
I know I'm an idiot.
07/23/2005 (8:25 pm)
Do I smell a resource??Cause I love the smell of a fresh resource....
I know I'm an idiot.
#3
07/24/2005 (3:34 am)
looks really really cool Ramen !
#4
07/24/2005 (8:44 am)
Not really true- there has been some serious tinkering with turn-based combat, as far as i know. Melv&Co were working on a rather nice project that got some Image of the Day love time back. I dont think any resources sprung up from that, though.
#5
07/24/2005 (4:43 pm)
Looks cool... good work!
#7
07/25/2005 (1:17 pm)
Everyone just looked at me funny because I burst out laughing at Robert's post. =D
#8
10/13/2005 (3:07 pm)
You guys should see the videos of this. The bumping into people stuff he mentions looks pretty nice... people are pushed aside as your characters move into battle and he has a neat selection and attacking system worked out. This guy knows what he's doing. Keep up the awesome work, Master Ramen.
Torque Owner Matt Vitelli