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combat_systems [2017/12/12 18:32] justincombat_systems [2022/05/10 15:46] (current) justin
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-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 meantimerefer 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 and is set up in the [[Combat Editor]]. 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===== +{{:tactical_turn_based_combat.gif?nolink|}}
-Turn-based tactical is the default combat system for RPG in a Box.+
  
-{{:wiki:turn_based_tactical_combat.gif?nolink|}}+=====Real-Time===== 
 +Real-time combat is set up on a per [[character]] basis in the [[Map Editor]]. To create a real-time enemy, you simply enable the "Attackable in Real-Time" setting in the [[npc_behavior|Behavior Settings]] section of the [[Entity Properties]] panel for that [[character]]. 
 + 
 +{{:real_time_combat.gif?nolink|}} 
 + 
 +=====Menu-Driven Turn-Based===== 
 +Menu-driven turn-based combat is set up in the [[Combat Editor]]. When triggered in first-person mode, the enemies will spawn on the current [[tile]] in front of the player (similar to dungeon crawlers like Shining in the Darkness). 
 + 
 +{{:menu_driven_turn_based_combat.gif?nolink|}}
  
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combat_systems.1513132326.txt.gz · Last modified: 2017/12/12 18:32 by justin