Game Development Community

Final Fantasy Battle System

by Mark Peters · in Torque 3D Professional · 10/03/2011 (3:57 am) · 5 replies

Hey guys, new to game making and Torque 3D in general.
Have started creating my terrain and doing pretty well.
Not sure if this is posted anywhere else but was wondering if it is possible to do a final fantasy style fight sequences.
Type of game where you are walking around FPS style and randomly have battles along the same vein as final fantasy.
Also have a mob placed in the world and when you enter it you go to a fight/battle sequence as well.
Thanks in advance to anyone that answers.
Mark

#1
10/03/2011 (5:18 am)
... triggers ...

Read the 2 gametype tutorials (singleplayer FPS and Action-Tactics Hybrid) in the T3D doc-hub/product page to see various ways of getting Ai into your game.

I've never played FF, but I know what a random battle is.
#2
10/03/2011 (9:57 am)
You would have to create a system of random spawns and then create a collision event to start the battle scene, Kevin mitchell? i seem to think made a set of resources in his journey to make a kit of some kind thats very similar i9n style to the FF/DQ system, might be worth a search
#3
10/03/2011 (3:58 pm)
Ok thanks guys. so search for kevinmitchell and i should find his journey then....
#4
10/04/2011 (9:35 am)
Easily done with triggers, or even a randomly timed "spawn something near me" schedule. After hitting the trigger or when the schedule fires, jump into turn based mode sort of like how Steve's Action-Tactics turorial describes.

You can dress it up by teleporting the player and bots to a battle scene, and then back to the movement scene, or simply have the bots spawn in and transition to battle... lots of little things you can do to make it FF-like or not depending on stylistic vision.

A prototype for something I'd done a while back had been to have a movement or world map that the player traveled on to get around the world, and then at certain keypoints or areas of interest (activated by triggers), we would teleport/transition the player to a new more highly detailed map/mission where the actual stages or levels of the game took place. Once the mission was complete it was back to the world map for travel once again with a simple level change.
#5
10/04/2011 (11:04 am)
Triggers Triggers Triggers!!!

As mentioned many times above, this is probably the best way to go about doing so. But, if you really want to have "random" battles, define a mathematical random function with increasing odds of a battle the longer time you go without one when not in a "safe" area.

If you're having a bad day, you'll get one every step :P. Fine tuning of this math random method would make it random, but it's just a thought.