Game Development Community

RPG battle system

by Joe Rossi · in Torque Game Builder · 08/08/2007 (10:10 pm) · 13 replies

For some reason every time I try to post a blog I get redirected to the font resource I posted recently. So I figured I'd blog here...

I know I haven't shared much about the game I'm working on. I think it will be an RPG, but the system I developed can also be used for a TGC or any other game with lots of rules. So I'm keeping it flexible, hoping to reuse the system for all of my future games. It's written in about 50% Lua, 50% TorqueScript (using my Lua<->TGE bridge).

A little about how it works... Each object has an Lua coroutine for logic, and a TGB object (sprite or 3D model). They're tied together by name, so I can do anything TGB can do to the object from Lua. There is a message system so that each object can "see" what goes on in battle, and trigger events as needed. Each spell is a small Lua script with functions that control it. Spell selection from a menu is working, even multiple targets per spell. Each spell decides what a valid target is for itself. I made a "Phoenix Down" spell that really works! :D When a spell is cast it will play a sequence of animations/particles etc and move on to the next objects turn. I also have items working (similar to spells) and I'm currently coding the equipped item system.

Besides the battle part I also have a working dialog system with scrolling text, and other random pieces of the game partially done. I will most likely use the Adventure Kit for my maps, and license as many content packs as I can afford to help me with graphics and sounds.

Here are a couple of screens (excuse the placeholder/programmer art).
i203.photobucket.com/albums/aa71/ima_gin/TGBGame_dialog1.pngi203.photobucket.com/albums/aa71/ima_gin/TGBGame_battlemenu1.png

#1
08/09/2007 (9:15 am)
This is pretty rad. Also, the storyline sounds riveting. :P heh.
#2
08/09/2007 (9:23 am)
Hahaha thank you Melissa. Actually the texts shown here have nothing to do with the story..although I will say it's going to be a comedy.
#3
08/09/2007 (9:27 am)
Heh yeah I figured. Although bear-punching is always excellent. :P
#4
01/21/2008 (6:46 pm)
Looks sweet. New type of game for TGB!
#5
01/21/2008 (7:08 pm)
Thanks Kevin, FYI I haven't given up on this. It's improved a lot over the past few months. The battle engine is more or less finished. I'm working on menus and other boring stuff right now. It still has a long way to go to being an RPG, but most of the functionality is there. Of course I'll let everyone know when I have more to show.
#6
05/14/2008 (1:54 pm)
Joe,

Any update on your project?
#7
05/14/2008 (3:01 pm)
I was going back through projects today that I was interested in and wondered the same thing, Jeramy. Hopefully we'll hear more on it!
#8
05/14/2008 (9:01 pm)
Hey Jeramy and David thanks for your interest :) I had to take a couple of months away from programming due to my day job working me like a dog, and other things going on in my life/family. I also started playing WoW, which I do NOT recommend...it's too much fun. Anyway I plan on putting more time into it over the next few months (the project, not WoW!). When I get something worth talking about I'll definitely put up a blog.
#9
05/14/2008 (10:28 pm)
That's funny. I stopped playing WoW so I could start making my own games.
#10
05/15/2008 (3:27 pm)
Yeah I should probably do that too... but I won't. I'll just be sure to get in some work each day, before I start playing. It doesn't work when I do it the other way around, I get sucked in!
#11
05/16/2008 (8:53 am)
I count myself lucky that I found WoW and most MMORPG's to be an utterly boring and useless experience. If I hadn't, I'd sure get a lot less done!
#12
03/20/2011 (12:35 pm)
What do you use for the combat menu? Text objects? GUI controls?

Also, how does the game print the appropriate abilities in the menu, according to which spells the character knows?

Looks very interesting, hope you haven't given up on it!
#13
03/23/2011 (8:26 pm)
I made it with multiple scenewindows, sceneobjects and textobjects. It prints whatever the player object has in his/her spell list. Each object can have it's own set of spells. A lot is done using Lua tables.