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Turn Based Battle System
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What this kit aims to become is the ultimate turn based battle system. It is currently being completely rewritten to update the existing functionality and to add new. The kit allows for infinite customisation as each part of each thing is made independently and then stitched together. For example, create a fancy camera animation that rotates around the character or pans the playing field then save it. Next, create an attack that uses a particular animation and save it. optionally tell it to first play the camera animation you created to indicate this move is going to be a doozy... Create a new player prefab by duplicating one of the existing ones and save it. Now tell that character prefab what character model to load, which of your saved spells or attacks to give that character and you are set. Spawn all or a subset of the enemies. Start with your back turned to the enemy or vice versa. Multiple attack modes, infinite camera, spells, attacks and character combinations, definable parties, turn change HUD... and this is only the beta version...
Ryunosuke Jansen
Mr - Programmer
6
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Ryunosuke Jansen
4 months ago
Mr - Programmer
Version 2 was released a few weeks ago. It has been completely redesigned so listing all the features here would be impractical but the most notable differences are: ► UGUI support making this kit mobile friendly at last (also includes graphical continue and back buttons) ► Entirely event and state driven ► multiple target selection ► 2 fully functional game modes
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Mr - Programmer
* SOME OF THE UPDATES: I am adding a "Rest" to the Attack and Magic list; allowing for multiple target selection; 3 different character movement systems; 3 attack systems (attack any character, attack within a range or attack based on a predefined attack pattern) and I am even trying to get this entire system to be online multiplayer ready right out of the box... Truly, version 2 is a completely different beast. It does mean that the price is going to go up for this asset since I am spending a great deal of time on creating it but for existing customers the update will be free.
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Mr - Programmer
* For instance, during character selection there are only 4 possible buttons you might press: Left, right, select or cancel. Thus for that state you only create 4 functions that each represent one of those 4 buttons and that is it. The input manager will notice that none of the other buttons do anything during those states so it just ignores them. Selecting the enemy means pressing up, down, soft select, select and back. So only create the actions to take place when that is pressed. Having you say: SetAction( inputs[ States.CharacterSelect ].ButtonA, SelectCharacter ) truly feels like there is 0 learning curve any more
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Mr - Programmer
* Another thing that I am quite happy with is how I combine your events inside of a single class and trigger them per state. I tried to make the original kit as simple as humanly possible but separating the GUI and the input was impossible due to things like "if (GUI.Button())" and managing all those various state inputs, no matter how simple I made it, still confused some people and made it hard for them to mod. Now I have made it that you have to do a lot more typing but by doing so I cut the learning curve down to 0. Instead of having multiple states call the same function and then splitting the action with case statements you now get to write separate functions for each individual button for each individual state.
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Mr - Programmer
* Now included with this kit, for example, is a runtime input manager that will give you a place to store custom joystick mappings. The script automatically loads your saved keyboard and 8 gamepad button mappings, scans them for input and will save them to disk if you made any changes to them. If you are playing with a friend on the same PC, telling the kit which controller to take input from is as simple as saying tbbController.SetActiveInput(1) to use Unity's first Joystick. This means you now have 9 different button mappings you can configure and have auto load and all button mappings, whichever key you assign to wherever, they all work the same... Keyboard or JoyPad? You choose.
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