Thinking Out Loud

I’m just using the WordPress interface to plan.

  • Let’s start with Wizardry/Final Fantasy as our template; later we shall diverge.
  • You pick a party of 4 guys from 6 classes. We’ll call the red mage a ranger, the white mage a cleric, and the black mage a sorcerer, to stay honest to the D&D roots of the game. Always regress toward the source! We’ll throw in a generic piqha to use for NPCs, and a rat piqha to use for enemies (for now).
  • So, your class distinctives will be a ScriptableObject. We’ll make critters and, perhaps, NPCs work the same way, in case we want to make a game where you can attack innocent bystanders.
  • For now, we’ll do a single ATB bubble. When your bubble fills, you are ready to attack. We’ll want to create an animation wrapper that can present our combat system with the same interface whether we’re doing Spine shenanigans (in the future) or LeanTween shenanigans (now).
  • I want combat moves to be things. Like, you have a list of moves your hero could use, and then you equip the ones you want to have access to in combat. Maybe a fully empowered character can have as many as 8, but a low level character tops out at 4.
    • Interfacewise, they should form a radial wheel around a selected character. This is optimal for touch (just press the icon), for gamepad (just pick a direction with the D-Pad or thumbstick), or computer (click and play!),
    • Resources for stuff like spells should be less magic points and more either Action Points (but maybe let’s skip that for this first game) and the opportunity cost of filling in one of your action slots.
    • Even our bruiser should have different sorts of actions he can choose from. By all means, have a generic attack that everyone can do, but give our swordsman some shenanigans he can pull!
    • Here, again, a ScriptableObject is king.
  • For starters, we want to not bother overmuch with story or setting. Just make a series of combat encounters. Once the combat is fun, we can start building on top of that.
  • So we’ll have a character selection scene, and a battle scene. However, my plan is not to have battle scenes per se, but run all encounters on the map, like Chrono Trigger, so we need to keep in mind that the battle scene has to support non battle activities.

Awright, let’s steal code from my previous attempts to get ourselves a head start! Here’s a dialogue box.

Mostly taken from my previous RPG attempts, but I’m using LeanTween instead of an animator to animate my text boxes, etc.

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