Turn Based Battle Kit 2

The Turn Based Battle kit has reached it’s end of life. It’s replacement is in the final stages and will be delivered as a free update to those who own the original version. On the Asset Store version 2 will replace version 1 while website customers will get access to both versions.

The first version essentially gave you a Final Fantasy style battle system. The new version does that already also so technically I guess you can say version 2 is complete apart from the documentation which is only halfway written. The thing is, though, that version 2 will also include a new battle system similar to Enchanted Arm. That system is almost complete and just needs a little bit of extra fine turning.

As of the time of writing this the movement and attack pattern editors are both complete and the Turn Based Battle Kit 2 will ship with 8 movement definitions and 37 attack patterns. I only intended to make 2 or 3 as samples but it was so simple and quick to do that I just couldn’t stop myself… then stopped at 37 because I ran out of ideas. Perhaps you will be able to think of attack patterns I did not… By all means, go ahead. Doing so is as simple as toggling a block on or off then hitting save when you are done. It couldn’t be simpler.


What has changed between the current and new versions?

In a word: Everything. The entire system was scrapped and rebuilt from scratch ( multiple times, actually, till I found a system that I liked enough to stick with). Some of the major changes you will notice right off the bat include:

  • Now supports UGUI and the entire battle can be payed with mouse / touch input
  • The entire system is event and state machine driven
  • The functionality of the system was developed independently from the GUI and uses a Data-View-Control model
  • As such, GUI elements can be added or removed at will and the system will not break
  • Battlefields can be predefined, randomly generated or manually defined
  • Battlefields can now contain raised floors via 3D prefabs instead of just a flat tile
  • Battlefield configuration is done via data assets instead of prefabs. Simply drag in what configuration you want
  • The demo scene now demonstrates how to go from your RPG world into a battle and back to the world again
  • The demo includes code to spawn certain enemies based on your world location
  • The input system has been replaced by a state machine driven array holding up to 9 controller configurations

Additional game play types are planned also. More info on that to follow soon…

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Well, the kit is done and now just needs documentation. Due to the sheer number of add-ons I want to release I am thinking I should release this as a “perpetual beta” product. In any event, as promised, production updates. Below you will find the first video showcasing the Final Fantasy style game type using the immediate attack mode.

https://youtu.be/1vTUmEdeAHI

This second video shows off the Enchanted Arm style game type using the per-faction attack mode.

https://youtu.be/0FrTlKfmagM


Here is the current read me file to give you a LOT of extra info:
TurnBasedBattleSystem_readme


Version 2 is now included in the purchase of the Turn Based Battle Kit

Turn Based Battle System


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