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Beyond the 'Full Project'

A topic by brencooks created Apr 02, 2023 Views: 222 Replies: 3
Viewing posts 1 to 4

Hi Shaun!  Love your work and that's why I decided to support you.  I was wondering if you were going to expand this project beyond the file that says 'Full Project?'   Perhaps you'll make a part 2 that's paid as well?  

I'm willing to pay to learn how to expand the capabilities of the battle system - such as summoning monsters to fight for the protagonist in the battle window, having the slimes outside of the battle screen walk around and chase the user until a battle ensues, etc.

Again, I love the hard work you put into this, and thank you!!

Developer (1 edit)

It's not suuuper likely that the incentives and so on will be there for me to want to add much more to this, unless it does super well out of nowhere and there's suddenly a lot of demand. It would be fun to do but not likely super worth the time for me. I also think the more and more specific you get with adding features the less overall helpful the tutorial is, as it becomes either less generic and helpful to less people, or too modular to the point of being unwieldy and impractical for actual game development.

Never say never though! The most likely case would be if I ever finish PokeyPoke and make my own game like this and update it with whatever new things I learn.

fwiw:

1. summoning monsters at a basic level is pretty doable once you fully understand the whole system! You can use an action to simply create a new unit on the player's side. You'd need some custom thing to track its duration/or leave conditions though.

2. stuff outside the battle is pretty beyond the scope of the system anyway so I wouldn't likely do this at any point but this *is* also pretty simple. There are simple distance checking functions you can use to turn on a variable and then when that variable is on just move towards the player each frame! 

The one thing this makes me consider that would be worth adding at some point is an example of a "timed effect" like a poison condition or something. That example would then naturally be useful if you wanted to do summons that last for x rounds and so on.

Yeah, you're totally right!  I did check out your RPG tutorial and saw you had moving monsters.  I'll use that as my foundation for monster movement outside of the battle screen :)

I do like the idea of #2 'status/timed effects'! Poison, Stun, Freeze, Burn, maybe something that returns the protagonists summons or prevents them from summoning.

Would this help for ideas on how to expand a battle system?

1. More Engaging Turn-Based Combat in RPGs (youtube.com)

2.Top 5 JRPG Battle Systems (youtube.com)