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HowToMakeTurnBasedGame.txt
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36 lines (31 loc) · 2.84 KB
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Next Thing to Work On:
Add a basic behavior tree that does the following
- If attack (descending order in priorty for attack selection) in rage to a player, do that, otherwise, move towards closest player.
- Later on, I can worry about threat evaluation, range vs. melee, attack/action selection through heat maps of behavior trees
Temporary Status Effects
- Buffs like increasing movement, or debuggs like slow or Damage over time
- What I should do is have a list of conditions and just apply them at the start of everyones turn, and then when I end the turn,
I reduce the duration by 1 and if the duration is 0, I remove it from the status effects list and therefore it won't be added
on. This means I will also need a copy of the base stats that will be used to "reset" the stats to the original. Only
issue is defensive stats and stats used to calculate damage but they could just be applied for that instance maybe but now
thinking about it, it should just adjust the normal stats
Add modifiers for specific types of actions
- Have tags for each action and have modifiers to be applied to tags (like increase fire damage by 5% or something)
- Advance the damaging system to implement non-essential stats like Crit Rate, Crit Damage, Attack/Defense stat
Implement some attack ideas like
- Piercing attack that is soley based off of range (think like line attacks)
- Probably should be mouse input based where they go in the direction of the mouse for a distance, regardles of mouse position
- Area control actions that persist for a specific amount of turns
- Could be either
Clean Up How to Manage Stats
UI Changes
- Enhance the turn order UI to center it and normalize the way to display information
- Either have text below this regarding health and distance and turn order or have it so every single box has an
name, HP, and distance/range from current player
- Make each box distinct so you can visually see see which one is which
- Implement a Health Bar System to display the health of both enemies (possibly in turn order UI as a percentage or
rectanlge at the bottom of the box) and the player which should be the bottom left hand side
- Bottom center should have all the abilities the current person can use, and when hovered, display stuff like
name of ability, indicator for cooldown, range, number of targets, type of ability, who it targets, and damage/healing/amount
- When applying something like damage, healing, or an effect, have a UI show the damage/healing/effect and make it fade away
- Have a movement left bar to show how far you can go with the current movement you have left at the bottom left as well