CALUNIO'S PROFILE
Brazilian, psychologist, game making lover. I make strange games, but I'm not a strange person.
Search
Filter
Karma Flow Poster by Archeia_Nessiah
Help me with the logic for this targeting system
I'm designing a tactical RPG like Final Fantasy Tactics with grid movement etc.
I currently need help thinking an issue. I don't need exactly scripting/eventing help, just figuring out the logic for what I want.
When the player is going to move, movement tiles are placed to signal his movement reach. To do so, I used a event spawner plugin, and made events spawn copies of themselves on adjacent tiles until they reach the movement limit. They don't spawn over occupied tiles, so if there's an obstacle, it reduces the movement range, and it looks like the first chart of this image:
So far so good. What I need to do now is to place tiles for long range attacks. I cannot use the same logic because, according to the first chart, you'd be able to target an enemy behind the obstacle. Another option would be just to place the target tiles in all non-occupied tiles within range, but it would also allow you to target enemies behind obstacles, like chart 2.
So how do I design it so that an obstacle will block other tiles "behind" it? Ideas?
I currently need help thinking an issue. I don't need exactly scripting/eventing help, just figuring out the logic for what I want.
When the player is going to move, movement tiles are placed to signal his movement reach. To do so, I used a event spawner plugin, and made events spawn copies of themselves on adjacent tiles until they reach the movement limit. They don't spawn over occupied tiles, so if there's an obstacle, it reduces the movement range, and it looks like the first chart of this image:
So far so good. What I need to do now is to place tiles for long range attacks. I cannot use the same logic because, according to the first chart, you'd be able to target an enemy behind the obstacle. Another option would be just to place the target tiles in all non-occupied tiles within range, but it would also allow you to target enemies behind obstacles, like chart 2.
So how do I design it so that an obstacle will block other tiles "behind" it? Ideas?
I never had as much fun in my 25 years of gammaking as I'm having desiging a Tactical RPG.
Thanks guys!
I'm using two essential plugins, one for pathfinding and one for event spawning, which I use to place the tiles for movement range. The rest of it I'm making myself. I have been learning some very basic scripting, and it's making a huge difference. None of it I couldn't make with events, but scripting just makes it easier and cleaner.
I guess that's why I'm having so much fun. I always wanted to so a TBS, but never had the skills to do one. I still don't (completely), but I'm in a process of problem -> learn something new -> solve it.
That's actually an idea I had for a TV show once. Different therapist work with members of romantic couples, and they secretly work to have their member of the couple be more awesome than the other. They ruin marriages over petty internal battles.
Not sure it would fit a TBS though.
author=Marrend
On one of the times I darted into the Discord channel, I happened to come across a few screencaps/GIFs. They looked pretty damn slick! The one thing I'm not quite sure of is how much of what I was seeing is event-based processing versus script-based processing?
*Edit: I think I saw the posts in the gammak-help channel, talking about arrays, and how you were looking to make arrays for specific stats for the party members, or... something? Forgive my lapse of memory here.
I'm using two essential plugins, one for pathfinding and one for event spawning, which I use to place the tiles for movement range. The rest of it I'm making myself. I have been learning some very basic scripting, and it's making a huge difference. None of it I couldn't make with events, but scripting just makes it easier and cleaner.
I guess that's why I'm having so much fun. I always wanted to so a TBS, but never had the skills to do one. I still don't (completely), but I'm in a process of problem -> learn something new -> solve it.
author=zDS
is it therapy wars
where therapists war with one another
That's actually an idea I had for a TV show once. Different therapist work with members of romantic couples, and they secretly work to have their member of the couple be more awesome than the other. They ruin marriages over petty internal battles.
Not sure it would fit a TBS though.
HP x Defense
Those are interesting ideas! They made me consider having actual equipment in the game, which I didn't want to, in the first place.
Cuties & Clues
Making games is too hard!!!
Shelving Project Due to Poor Performance
Lack of interested and lack of feedback are pandemic, and they're happening mostly because there are sooooooo many games out there, having one of them catch someone's attention is a lot more difficult. So I'd recommend thinking about it carefully before dropping this project because it isn't getting enough attention in hopes that the next one will. I feel like in order to make your game popular these days you either need to make a game entirely focused on being popular (flashy graphics, fast paced, corky graphics and amazing mechanics) or you need to invest in marketing a lot. If you're not willing to do either, just focus on your target audience and try to make it work.
Whatchu Workin' On? Tell us!
Working on a mostly-event-based TBS. I'm happy with what I got so far. The red haired guy is player controled, and the blue cap guy is AI with working pathfinding. The move range is adjustable. Now I just need to test targeting.
HP x Defense
author=Marrend
If I were making a combat engine that's more event-based than anything else, I would probably want a damage formula that I could call from a regular script-call, and pass whatever variables I would need into it. If it helps, my damage formula forwhat fells like forevera long time has been a script-call that uses...
That's actually a great idea and I'll use that, now that I'm learning some scripting. Especially because this is the easiest way to change stuff without having to look back on a lot of events.
I already have some ideas in mind, but would have to test them first. I'm using unconventional stats.