[REQUEST CANCELLED]] REQUESTING ASSISTANCE WITH A TACTICAL BATTLE SYSTEM
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This is a Paid request (est. Budget: $100 - $200) to aid me in designing a Tactical Battle System similar to "Divinity: Original Sin" (in general mechanics, and obviously not a perfect replica).
While I am still learning and getting better at programming Java Script for RPG Maker MV, there are still some tasks that I am struggling with (such as making a function dealing with distances and line of sight for ranged attacks/spells, sensors, and being able to draw bitmaps for visual representation..)
So here is the job offer, details, and hopefully some screenshots to help:
Note If there is any details you feel I have left out, or require additional information, please feel free to contact me here or on Discord (LordValinar#9891)!
Style: On-map tactical battle using RMMV's Tactical Points for movement, attacks, and skills(spells/abilities).
Assisting me in developing the Tactical Battle System. Unless it is easier for the hire to do it by themselves.
Preferable to limit within 1 Plugin, and to be (for the most part) self-
sufficient: Meaning menus/input commands done in battle with little to no eventing (other than the enemies on the map) as possible.
Screenshots
Mockup of a player using the "Attack(2TP) action with a ranged weapon. Followed by moving the target cursor (character?) over to the enemy, leaving a trail behind of the "Path" the attack will take place. The white tiles would end at any point the player does not have Line of Sight (thus cannot make the attack) - Yellow dots and cursor (indicated in screenshot) will have a penalty to the attack, but is still possible to hit the enemy:

Added: Mockup of a possible AoE attack: Dotted line is arc/direction of attack with the red circle being the area of effect. Each affected enemy will have the 'selector' cursor on them:

While I am still learning and getting better at programming Java Script for RPG Maker MV, there are still some tasks that I am struggling with (such as making a function dealing with distances and line of sight for ranged attacks/spells, sensors, and being able to draw bitmaps for visual representation..)
So here is the job offer, details, and hopefully some screenshots to help:
Note If there is any details you feel I have left out, or require additional information, please feel free to contact me here or on Discord (LordValinar#9891)!
Style: On-map tactical battle using RMMV's Tactical Points for movement, attacks, and skills(spells/abilities).
- Attacks(melee/ranged weapons): 2 TP (see screenshots for mockup example)
- Movement: 1 TP (distance depends on armor - configurable parameters)
- Skills (range from 1 to 4 TP)
- These TP costs should already be able to configure in the database. Am
just giving an idea of the system's usage.
Assisting me in developing the Tactical Battle System. Unless it is easier for the hire to do it by themselves.
- Specifically need help with the UI elements and more advanced functions
to calculate the more complex mechanics of the system. Such as drawing
out visual markings from Player -> Enemy, showing the actors (blue frame) face images in the turn order, and showing the enemies (red frame) face images also in the turn order.
Preferable to limit within 1 Plugin, and to be (for the most part) self-
sufficient: Meaning menus/input commands done in battle with little to no eventing (other than the enemies on the map) as possible.
Screenshots
Mockup of a player using the "Attack(2TP) action with a ranged weapon. Followed by moving the target cursor (character?) over to the enemy, leaving a trail behind of the "Path" the attack will take place. The white tiles would end at any point the player does not have Line of Sight (thus cannot make the attack) - Yellow dots and cursor (indicated in screenshot) will have a penalty to the attack, but is still possible to hit the enemy:

Added: Mockup of a possible AoE attack: Dotted line is arc/direction of attack with the red circle being the area of effect. Each affected enemy will have the 'selector' cursor on them:

I'm not sure everyone would be down with spending TP to walk. Most tactics games handle those parameters separately.
There is also some other projects that might be doing a tactics script. You might want to check on their progress before starting from scratch. You might be able to adapt their system to fit your needs.
There is also some other projects that might be doing a tactics script. You might want to check on their progress before starting from scratch. You might be able to adapt their system to fit your needs.
I thank you for the suggestion but I am already aware of those projects. Spending TP to walk (in-battle) is not that uncommon (I'm just re-using an already in-place resource instead of creating "Action Points" or "Move Points" separately. If you are not aware of Divinity: Original Sin's battle system (which I mentioned this was the design I'm after), it's what they use and it works just fine. In fact it's not really that different than limiting their movement speed to 5 or whatever, just goes about it a different way.
Another reason I wish to create it from scratch is because I feel it can be written a bit more.. cleanly, and they don't do exactly what I want them to do. There's more details of the plugin, but not sure how much I should discuss openly or what's needed to discuss to hire someone.
Another reason I wish to create it from scratch is because I feel it can be written a bit more.. cleanly, and they don't do exactly what I want them to do. There's more details of the plugin, but not sure how much I should discuss openly or what's needed to discuss to hire someone.
@Mods Can you please delete this thread? (I don't see an option to), or lock it. I have withdrawn my request. Thank you.
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