Implementing a battle system into my game.

Started by Celvin, Tue 14/11/2006 19:45:17

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Celvin

I'm thinking of implementing a battle system into one of my games. Although, I lack the programming skills as of now, I have the basic idea on where to begin.
I've already seen a basic attempt at this before, I can't remember the name of the game, but I downloaded it off this site.

What I really want to make is a tactical battle system like FFT and Tactics Ogre, but that would be way too hard for my first attempt. So I think I'll just stick to something simple instead. For now anyway.

What I would want to know is wether or not something like the following example is doable:

First off, I would have to make a GUI for this. I could just stick to objects for this. Having options like Attack, Defend, SKills and Items where every object would have a specific task. I don't think that would be too hard really.

So, for instance, I'd click the object named "Attack" I would want the task to branch out wether I hit the monster or not. I would perhaps give the monster a value for defence varying from 1 to 19 and have a 1-20 dice to see if I can hit him. So, if the monster's defence is 10, I'd need an 11 or more on the dice to hit him. If there are multiple monsters I'd make it so you could choose which monster to attack before this of course.
Next. Lets say I hit a monster. Now I'd need a new value for how much  damage I can inflict, for instance 2-8. I would have to give the monster a value from the beginning on how much damage he can take. (Tougher monsters should take less damage, so the dice would look different on different kind of monsters)
The branch would look something like this:
                               |HIT|------|DAMAGE|------|Check wether the monster lives or not|-----|End|
ATTACK--------------<
                               |MISS|-------|End|

When the hero has made his action, it's the monster's turn to take action. I would want to give the monster some options and not have him only attack, because that would be really boring in the long run.
Lets give him 4 options for now. Attack, Defend, Heal and Flee. I'd make a new "dice" from 1 to 10 to determine his action.
For instance: 1-4: Attack 5-6: Defend 7-8: Heal 9-10: Flee. I would balance it better in my game, though, and probably give him some skills to use as well.

Is this possible? Have I left out anything? Share your thoughts!


Ashen

The short answer is: Just about anything is possible in AGS, if you're willing to code it.

Have you read the 'Can I make an RPG in AGS' sticky at the top of this forum? You might not be thinking of making an RPG as such, but the battle system might be similar - that sticky will contain advice or links to useful threads, as well as mayeb giving yu a better idea what's possible. Also, try a Forum search, there's lots of existing threads on this subject. Gord10 has produced a module for a basic beat 'em up, and a previous Coding Contest produced three Turn-Based systems that you're free to use, or just disect the code and learn from them.

If you have any specific questions, PM me and I'll re-open this thread. If you just want general advice and ideas, use the 'Can I make an RPG' sticky.
I know what you're thinking ... Don't think that.

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