How to make a fully turn based rpg battle system?
Greenmaker
Member Posts: 9
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...
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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
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.
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
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