User Tools

Site Tools


combat_systems

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revisionBoth sides next revision
combat_systems [2017/12/12 18:48] justincombat_systems [2022/05/10 01:57] 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's currently available. +=====Tactical Turn-Based===== 
- +Tactical turn-based is the default combat system for RPG in a Box. In the current implementation, the [[player_character|player]] and [[enemy|enemies]] can move to a [[tile]] within their movement range (and optionally attack) during each turn. Future implementations will build out other common aspects and take inspiration from [[https://en.wikipedia.org/wiki/Tactical_role-playing_game|tactical RPGs]] like the Shining series and some of the older Ultima games.
-=====Turn-Based Tactical===== +
-Turn-based tactical is the default combat system for RPG in a Box. In the current implementation, the [[player_character|player]] and [[enemy|enemies]] can move to a [[tile]] within their movement range (and optionally attack) during each turn. Future implementations will build out other common aspects and take inspiration from [[https://en.wikipedia.org/wiki/Tactical_role-playing_game|tactical RPGs]] like the Shining series and some of the older Ultima games.+
  
 {{:wiki:turn_based_tactical_combat.gif?nolink|}} {{:wiki:turn_based_tactical_combat.gif?nolink|}}
  
 ~~NOTOC~~ ~~NOTOC~~
combat_systems.txt · Last modified: 2022/05/10 15:46 by justin