Resuming after a 2 year break! - Combat Enginge
After a two-year pause, mainly due to starting law school, I've finally resumed development of OSIR. I will be focusing on a more modular approach and the first step will be the battle engine. The initial layout is already running nicely with some placeholder graphics, and rudimentary UI systems up and running:
To make development manageable, this time I plan to focus on one component at a time, getting each component running as a standalone "app," helped by the knowledge I gained during the prototype.
The battle engine randomly generates maps, map names, enemies' and players' positions, and stats/equipment. The short-term goal is to make it into a sort of standalone mini-rougelike campaign where you earn gold, hire adventurers and build them up and see how far you can get. It will require two modules: combat engine and team management system. Combat is intended to be deep, with dmg types (slashing, crushing etc), elements (fire, holy, etc), resistances, environmental interactions (water slows, set trees on fire, etc), varied equipment types, and various skills and abilities for characters.
The biggest challenge comes next: programming movement. Pathfinding was what ended a previous attempt at a tactical battle engine many years ago. If I can overcome that, the rest is time-consuming but easy!
OSIR (prototype/engine dev)
A (prototype) deep incremental RPG
Status | Prototype |
Author | New Retro Games |
Genre | Role Playing |
Tags | Incremental, Retro, Text based |
Languages | English |
More posts
- First engine test completeDec 23, 2020
- Moving, Attacking (and dying)Dec 21, 2020
- Turn order sortedDec 20, 2020
- Tactics battle movement - progress!Dec 20, 2020
- Combat Engine basic UI done, on to movementDec 19, 2020
- v0.1.9dMar 28, 2018
- 0.1.9c - bug and issue fixesMar 26, 2018
- v0.1.9b - Graphics, Multiple Enemies, and more!Mar 11, 2018
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