Free-flow turn based system (No grid)

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Mechanics:

Simply put, it's a turn based engine, but instead of something similar to Final Fantasy Tactics' grid style, this engine uses Time Units (Just a name I stole from XCOM, not exactly the same thing) to determine what a unit can do.

When a unit moves or attacks, changes it's facing direction, or casts a spell, the time unit (TU) cost of the ability or move is deducted from the units total TU and the move is made (If the unit lacks the TU, the move is not made and an error is shown)

Rounds, or Turns, are determined by a timer, and can also be ended by the player voluntarily. When all units owned by the player are devoid of TU on the player's turn, the player will voluntarily end their turn and the next turn will begin for the next player (Currently only room for 2 players in-game). This turn end will refresh all TU on the players units. (This system is not completely implemented)

The attack system takes unit range into account (Attack moves only deduct movement costs if the unit has to move to get into range) so a unit that is already in range only takes a TU reduction equal to whatever the cost of the attack is (current placeholder is 15)

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Bugs:

-Bug related to spamming the Attack order, in that it can circumvent costs, and can also be cast when the unit lacks the TU for the attack.

-Bug related to unit selection: Selecting more than one unit and giving orders creates problems

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Undecided aspects open for debate/discussion/suggestion

-Factoring facing into attacks: If a unit has to turn to attack or use an ability, should there be an extra deduction to the attack? Should this deduction be based on how far the unit has to turn or be a static number, or a mixture of the two, only deducting if the unit has to turn more than a certain amount of degrees.

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The To-Do list for the engine itself is as follows:

-Finish the spell system, deduction and special cases, etc

-Add demonstration spells

-Forcing the selection of only 1 unit

-Finishing the turn system

-Create a cone/arc like line of sight for each unit to give more use to unit facing

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If you have any questions about the map, feel free to ask here