System to allow for fighters in sets of teams. Currently only planning to support two teams (player side and enemy side), but do not limit to two teams incase I want to support more in future
Fighters can be placed on different sides of the arena, similar to getting "back attacked" or "ambushed" in Final Fantasy
Battle works in a typical turn based manner, but can be expanded to ATB later. Take point of view of an action queue where items are stacked onto the queue
Turns act similarly to cutscene items, so perhaps reuse the cutscene system here
Player actions are controlled by either completely by the player, or subtly controlled by a fixed cutscene
AI Actions are always controlled but can be different types, e.g. some battles are completely scripted, whereas some are completely AI
AI can be on either players team or enemies' team, do not limit it
In addition, actions need to include meta information to let the battle system know how they can be used, for example let's say the action is "player uses slash", then the meta information would need to tell the battle system that it needs to let the player select a target fighter, and also that by default it should target an enemy fighter
The following things can be defined as meta information on a battle action;
Whether this action requires a target to be specified
If a target is specified, who should it default to? This can be either a specific fighter or just a generic "foe" vs "friendly selection, e.g. cure should default to friendly, slash defaults to foe, but something more specific should be able to say "hey target specifically fighter 0"
Which targets should be able to be specified. If an attack cannot target a friend at all then it shouldn't even give them the option
How an action should change target if the original target was killed, e.g. if using fireball on an enemy, it shouldn't then auto switch to friendly fire if the target enemy was killed, it should instead prefer to pick a new enemy
Action Types
Player choice - Choice for the player to make an action. This takes each fighter as a list that is allowed to be controlled. Player can go back after making a choice incase they change their mind up until the last fighter has had their action made (Final Fantasy Style).
Player attack
Player use item
AI Attack
AI Use Item
- [x] System to allow for fighters in sets of teams. Currently only planning to support two teams (player side and enemy side), but do not limit to two teams incase I want to support more in future
- [x] Fighters can be placed on different sides of the arena, similar to getting "back attacked" or "ambushed" in Final Fantasy
- [ ] Battle works in a typical turn based manner, but can be expanded to ATB later. Take point of view of an action queue where items are stacked onto the queue
- [ ] Turns act similarly to cutscene items, so perhaps reuse the cutscene system here
- [ ] Player actions are controlled by either completely by the player, or subtly controlled by a fixed cutscene
- [ ] AI Actions are always controlled but can be different types, e.g. some battles are completely scripted, whereas some are completely AI
- [ ] AI can be on either players team or enemies' team, do not limit it
In addition, actions need to include meta information to let the battle system know how they can be used, for example let's say the action is "player uses slash", then the meta information would need to tell the battle system that it needs to let the player select a target fighter, and also that by default it should target an enemy fighter
The following things can be defined as meta information on a battle action;
- [ ] Whether this action requires a target to be specified
- [ ] If a target is specified, who should it default to? This can be either a specific fighter or just a generic "foe" vs "friendly selection, e.g. cure should default to friendly, slash defaults to foe, but something more specific should be able to say "hey target specifically fighter 0"
- [ ] Which targets should be able to be specified. If an attack cannot target a friend at all then it shouldn't even give them the option
- [ ] How an action should change target if the original target was killed, e.g. if using fireball on an enemy, it shouldn't then auto switch to friendly fire if the target enemy was killed, it should instead prefer to pick a new enemy
**Action Types**
- [ ] Player choice - Choice for the player to make an action. This takes each fighter as a list that is allowed to be controlled. Player can go back after making a choice incase they change their mind up until the last fighter has had their action made (Final Fantasy Style).
- [ ] Player attack
- [ ] Player use item
- [ ] AI Attack
- [ ] AI Use Item
YourWishes
added this to the Vertical Slice milestone 2025-01-04 21:13:03 -06:00
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In addition, actions need to include meta information to let the battle system know how they can be used, for example let's say the action is "player uses slash", then the meta information would need to tell the battle system that it needs to let the player select a target fighter, and also that by default it should target an enemy fighter
The following things can be defined as meta information on a battle action;
Action Types