How to make a fully turn based rpg battle system?

so after finishing my generic clicker game(for myself lol)

i have a more "iron grasp" of the gamesalad program

i decided to make a turn based rpg and decided to go with traditional turn based

however i have trouble implementing the speed system to decide who goes first in the least rules possible

Oh yeah,speaking of rules,another thing that i want to clarify is that whether the amount of rules in the game itself slows it down because if it does,i might have some limitations...

Comments

  • GreenmakerGreenmaker Member Posts: 9

    oh btw i do not want an active time battke system,i would like the traditional turn based battle system like in earthbound an the old final fantasy games

  • QASaladQASalad Inactive, Chef Emeritus Posts: 142

    on the Begin Turn phase, have all of the player characters and monsters sorted by speed then build the turn that way. most traditional old RPGs did it like this to determine turn order. I'd use a table.

  • BellowBellow Bartender Member, PRO Posts: 227

    I am agree with @qasalad create speed attribute and make build them on that.

    Like

    on the actor create attribute speed
    and on the same actor give a rule and timer inside rule

    rule

    if attribute self.speed<10

    timer

    every 1 second

    change attribute self.speed to self.speed+1

    then create another rule

    if attribute self.speed=10
    when touch pressed or mouse button down (whatever or key pressed)

    do

    your attack animation rules put them here

    timer

    after 0.3 second or 0.1 second

    change attribute self.speed to 0

  • GreenmakerGreenmaker Member Posts: 9

    Hahah yeah tables
    I don't quite understand them yet,but I'm gonna look up on some video tutorials :)

    Thanks for the help guys!

    Though one of my other questions haven't been answered:

    Is it possible that the game will crash/lag/load too long if I add too many rules and such

    I expect my game to be pretty big

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