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  • Turn Based Battle style iterations - 90s Retro inspired battle game

A few years ago I thought I'd make a PSX type RPG. Started in Blender, now in Godot. There have been many iterations of the battle system. Alright, let's get some feedback to try and boost morale.

The first images show a (the second most recent) version where actors prepare, and then act, with the lowest initiative preparing first, so that highest initiative can scope out possibilities.

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This version was worked out so that multiple groups of enemies would be visible across a map, and after defeating one, the party would be transported to the next one, instead of only loading one group at a time, just so you could get a hint at what was coming up.

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At one point I intended it to be for a cellphone with 2D graphics, sprites, etc so this is what it looked like then.

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Early on I had an ATB system running.

! ! ! There was even a point where I was doing procedurally generated tile maps in 3D and it worked like an SRPG like Shining Force. I had a much more complete looking game in this style, complete with abilities that had ranges based on a grid, but didnt save any images of it because of low self esteem and self doubt mainly. The project folder is either lost or hidden deeply somewhere. This project ended up being pretty cool, but all I have is this screen shot from early on when I was first trying to figure out how to do it, and navigation didn't even work properly. !

Horizontal Buttons vs Vertical Buttons, I have no idea what to do anymore.

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I played with prerendered backgrounds for a while, which were quite fun to do at one point, and this is what it looks like with a group of party members following in a line through one of these backgrounds

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6 days later

Great works 1000h....keep up....i like this low-poly stuff

@Bishop said: Great works 1000h....keep up....i like this low-poly stuff

Thank you @Bishop , your response really makes me feel good

With Godot 3, a real time level will look as good the pre rendered background. You have enought models to start some first episode.

@MagicLord said: With Godot 3, a real time level will look as good the pre rendered background. You have enought models to start some first episode.

I know your point, the prerendered background is based in nostalgia, and just having wanted to figure out the matrix math to get it working. I definitely have enough models at this point, but what I get stuck on are the mechanics and the HUD. I have located the files for some of these old projects and I will end up providing videos of each of the different styles I have tried out, including video of the tile-based navigation level which is pretty neat to walk around.

Hello,1000h.......I would recommend starting small (very small) village level, with a few npc and with some quests? and create one full working level?

Hi

The less I can say is that the HUDs items are numerous (an euphemism) and I can’t imagine the headache to make all this to work. Can’t wait to see a demo or a trailer :)

wow! :o this is super owesome,you making a final fantasy clone!!! yea cant wait for a demo. :D

@keltwookie said: Hi

The less I can say is that the HUDs items are numerous (an euphemism) and I can’t imagine the headache to make all this to work. Can’t wait to see a demo or a trailer :)

HUD can be a pain when you start, but after doing so many versions it starts to become a bit routine, which I'm thankful for because they are essential, and trying so many different styles got me a bit over the hump.

25 days later

I have taken a break for entirety of January after a long while of working on this stuff, so slowly I am going to work back into it by providing some videos of older versions which show off different styles I considered.

This is the first, its short with some original music in the beginning and some commentary.

Next video shows another HUD style and camera style that I considered

A new video showing a more complex battle system with some commentary about design philosophy of mine