This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
combat_systems [2017/12/12 18:31] – justin | combat_systems [2017/12/12 18:48] – justin | ||
---|---|---|---|
Line 2: | Line 2: | ||
---- | ---- | ||
- | At this time, the combat functionality in RPG in a Box is very limited. The plan is to expand the current turn-based tactical system (and to implement other combat systems) once I've completed the upgrade to Godot 3.0. I expect this to be sometime in early 2018. In the meantime, refer to the [[Battle Editor]] and [[Enemy Editor]] pages for more information about the functionality that is currently available. | + | At this time, the combat functionality in RPG in a Box is very limited. The plan is to expand the current turn-based tactical system (and to implement other combat systems) once I've completed the upgrade to Godot 3.0. I expect this to be sometime in early 2018. In the meantime, refer to the [[Battle Editor]] and [[Enemy Editor]] pages for more information about the functionality that' |
=====Turn-Based Tactical===== | =====Turn-Based Tactical===== | ||
- | Turn-based tactical is the default combat system for RPG in a Box. | + | Turn-based tactical is the default combat system for RPG in a Box. In the current implementation, |
{{: | {{: | ||
~~NOTOC~~ | ~~NOTOC~~ |