Turn order sorted
Turn order is functioning correctly, based roughly on the FFT CT system!
Everyone gets a turn at having their SPD added to their CT, with the first to hit 100 getting a turn. Once they finish their move, their CT resets to 0 and the "clock" resumes, the process continuing on from the next person. I like the CT system as it opens up time-based abilities like haste, slow, delay, and things like reaction abilities that add to your CT each time you are hit.
Next, I need to decide on how to organise it into rounds- E.g. a round = once everyone has had a turn, or a round = X "ticks" of the clock regardless of whether everyone has moved yet, etc. and how this will work with buffs, debuffs, environmental effects, etc.
As with the pathfinding/movement, I will write up a more detailed discussion of the design choices and code behind movement and rounds - once I've tested it and cleaned up the code a bit.
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
- Tactics battle movement - progress!Dec 20, 2020
- Combat Engine basic UI done, on to movementDec 19, 2020
- Resuming after a 2 year break! - Combat EngingeDec 18, 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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