In Development - Chaotic Battle system

Do you care if there is keyboard support or not?

  • Yes

    Votes: 30 83.3%
  • No

    Votes: 3 8.3%
  • Don't care

    Votes: 3 8.3%

  • Total voters
    36

AwesomeCool

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By: Awesomecool
 
What is it?
A battle system that throws movement into the mix to add a different type of flavor to battle.

Version 0.7 out! Tell me of any bugs please.

Example of it in action (early alpha footage):

Dev videos of what is currently possible (latest one):
 
Features Done:
Boundaries
Advanced AI options
Enemy and actor attack ranges
Fully mouse compatible
Actor and Enemies move about the battlefield
AOE attacks
side-view system
animated battlebacks
basic projectiles
Enemy collision boxes
actor on actor skill ranges.
action point turn system
 
Features still being worked on:
In development currently (in any order):
movement displacement
movement skills (like long range teleport)
escape only when touching edge of map.
infield boundaries - shoot over or not (different types of boundaries).
medic type enemy ai.
pincer attacks and the like.
backstab like attacks.
direction picking.
actor collision boxes.
persistent area of effects on field
terrain interaction
enemy prioritizing specific types of targets
keyboard support
move again feature
map battle like.
grow and shrinking characters
invalid square in moving/attack range
animated battlefields (need editing)
better collision detection (not pathfinding)
enemy reinforcements possible
luna engine patch
and more...
 
and more customization options, including (but not limited too):
different images for different attack ranges.
More ai customization.
enemy movement customization.
 More projectile stuff
action point turn system (more options)
 
Suggestions on what to add are wanted.

What I am currently working on:
Actions point system options, and something else.
 
Changelog:
 
  v 0.7: Jan 21, 2014
     -WAY better pathfinding.
     -Ap system implemented
  v 0.5: Jan 12, 2014
     -Inner boundaries
     -enemy path finding is better
  v 0.42: Jan 10, 2014
     -Enemies now turn to face target.
    -no more stupid moving out of position bug
    -added a dev mode (contains ability to see boundaries and enemy boxes on screen)
 v 0.4: Jan 9,2015
    -battlefield outside boundaries work
    -Added more ai options
 v 0.35: Jan 9,2015
    -Added more ai options
 v 0.3: Jan 8, 2015
    -Enemy can move and some more ai options
 v 0.2: Jan 8, 2015
    -Enemy has attack ranges and some advanced AI features available
 v 0.1: Jan 7, 2015
    -Initial Alpha Release
    -Actor movement options (MOUSE only) and attack ranges available
FAQ:
 
Q: I want this feature!
A: Now is the best time to ask if you want something included (while I am working on it)
 
Q: WHERE IS THE FULL VERSION!!!!!1111
A: It will come
 
Q: Terms?
A: Free for non-commercial as long as you credit AwesomeCool (and everyone else in the credit file in the demo). Also, ask for commercial usage.
 
Q: Why are you so awesome?
A: DON'T QUESTION MY POWAH
 
Q: Why no fast updates?
A: Commissions and life.
 
Q: Is this script difficult to use?
A: It is on the more complex side of scripts and requires some knowledge to know what you are doing.

Thanks:
Shaz, yanfly, and yami for such awesome scripts.
HotFireLegend for the logo
and Matseb2611 for the battlers in the demo
 
if you would like to support:
Enter this bbcode into your signature:
 
Download Demo Alpha v0.7: Link
 
Terms:

This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 
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TheoAllen

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That would be awesome if there's an area effect such as smoke screen or healing ward. Where the battler could take effect if they're in range
 
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AwesomeCool

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That would be awesome if there's an area effect such as smoke screen or healing ward. Where the battler could take effect if they're in range
I like that idea.  So basically an area that adds states while the user is in it?
 

TheoAllen

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Yeah, that would be the simpler implementation.

Also, that would be good if you could make a looping animation on it.
 

nightdragon

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Nice battle system. Is there a possibility that this system could be used directly on the maps?
 

Jaymonius

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Some other inspirational ideas would be to check games like Lunar and Legend of Heroes for some other gameplay mechanics. Definitely liking this so far. Keep er' up!

You could also add traps or something on the field that enemies/allies can spring or something. Or make some other obstacles that can be brought down to give yourself an advantage in battle like blowing up an combustible barrel or something and its explosive range will damage surrounding spots.
 

AwesomeCool

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@nightdragon - that would be a lot more extra work.  So I can't do that, sorry.

@Jaymonius - I like the ideas, maybe I will add them.
 

Engr. Adiktuzmiko

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I've seen this before, didn't I? Good to know that you're pursuing this. :3
 

Engr. Adiktuzmiko

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It only took a year
XD. coz, battle scripts. I really look forward on how this develops. I'm also planning of trying to do something like this after I finish my current battle system (I haven't tried to do it so far because of the AI needed for the enemies).
 
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AwesomeCool

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XD. coz, battle scripts. I really look forward on how this develops. I'm also planning of trying to do something like this after I finish my current battle system (I haven't tried to do it so far because of the AI needed for the enemies).
Cool, wish you luck on it. :)
 

Engr. Adiktuzmiko

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Might not really do it though. btw, Haven't seen you around lately, so is this what you've been doing all this time? :)
 

nightdragon

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@nightdragon - that would be a lot more extra work.  So I can't do that, sorry.

@Jaymonius - I like the ideas, maybe I will add them.
. That's ok. How about the default battlers and custom animated skills?
 

AwesomeCool

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.

That's ok. How about the default battlers and custom animated skills?
Anything you can use in battle symphony can be used in this system.
 

Susan

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Really awesome and cool battle system you have in the works. At present it works very well.

This is really like Lunar and Darksun

Questions and suggestions:

- Any plans to support other side view battle systems, or is this written specifically for Yami's Battle Symphony?

- Any plans for keyboard support? (Although I'm sure this will require a rewrite of certain areas. Not necessary.)

- Individual movement range for individual actors and enemies.

- Move again feature. (Ability to move again after taking action if the actor or enemy still has leftover 'movement points'.)

- Real time battle implementation. (Again, not necessary. Just throwing it out there.)

- In regards to nightdragon's suggestion to recreate the battle system on map:

   -> would be possible to make the battle look like it is appearing on the map by eliminating transition effects?

   -> this assumes that the battles occur at set points of the game so that the dev can make specific battlebacks.
 

AwesomeCool

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Really awesome and cool battle system you have in the works. At present it works very well.

This is really like Lunar and Darksun

Questions and suggestions:

- Any plans to support other side view battle systems, or is this written specifically for Yami's Battle Symphony?

- Any plans for keyboard support? (Although I'm sure this will require a rewrite of certain areas. Not necessary.)

- Individual movement range for individual actors and enemies.

- Move again feature. (Ability to move again after taking action if the actor or enemy still has leftover 'movement points'.)

- Real time battle implementation. (Again, not necessary. Just throwing it out there.)

- In regards to nightdragon's suggestion to recreate the battle system on map:

   -> would be possible to make the battle look like it is appearing on the map by eliminating transition effects?

   -> this assumes that the battles occur at set points of the game so that the dev can make specific battlebacks.
Thanks for the feedback  :)

-Any plans to support other side view battle systems, or is this written specifically for Yami's Battle Symphony?

I am using Symphony's as a base so it would be hard to do (I may do it much later).

- Any plans for keyboard support? (Although I'm sure this will require a rewrite of certain areas. Not necessary.)

I want to, but I have no idea on how it should work right now (still planning this out)

- Individual movement range for individual actors and enemies.

Already planned (actors should be able to do this already).

- Move again feature. (Ability to move again after taking action if the actor or enemy still has leftover 'movement points'.)

I love this idea!  Will be sure to include.

- Real time battle implementation. (Again, not necessary. Just throwing it out there.)

I am not planning on doing this (too much extra work).

- In regards to nightdragon's suggestion to recreate the battle system on map

   -> would be possible to make the battle look like it is appearing on the map by eliminating transition effects?

   -> this assumes that the battles occur at set points of the game so that the dev can make specific battlebacks.

Brilliant idea!  I will consider this for an add-on later.

Lots of great suggestion.  :)
 

AwesomeCool

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Version 0.3 released

added enemy movement with some options
 
I live off feedback please give some?
 
Also will be making dev videos of how the project is currently progressing (if you are interested).

edit: I think I am progress too fast. XD  :)
 
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Wavelength

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Great job with this!  I'm sure it must have been very difficult to get some of it working, and I think the result will potentially be a very cool twist on the side-view battle system.

A few random thoughts and suggestions:

  • It seemed like the player could take multiple turns at once sometimes, before the enemies moved.  Why is this?
  • It would be very cool to allow some skills (like a Warp) that move you farther than your normal movement range.
  • Any other AoE shapes besides circles?  Some other basic shapes like beams and/or triangles would be a nifty feature.
  • The one thing I didn't like was how the enemies would stack into really tight spaces as they chased you.  I know you're working on the AI, but I'd recommend some degree of randomness in enemy movement so they don't usually stack this close together.
  • Will projectile attacks (bow/arrow attacks, fireballs, etc.) be subject to Line-of-Sight?
  • I assume that bigger enemy sprites also mean bigger hitboxes?  If so, spells that change a character's/enemy's size would be extremely neat.
 

Ralpf

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Looks pretty awesome. Would be cool if characters couldn't occupy the same space, I guess that would probably come with the barriers, though.

Also extra damage when hit from behind and pincer attacks (battle starts with one group on each side of the other) would be good additions.

With the barriers certain weapons being able to fire over barriers would be cool, much like bows could generally fire over objects and crossbows generally couldn't in FFTactics.
 
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