Battler Dev Journal

Battler

  • Posts: 4
So I have been working on a tactical RPG for about a month off and on.  I feel like its finally in a place where I can talk about it.  It is a "micro RPG"  I don't intend for this to be huge as I am the only one working on it and I would like to finish at some point.   The goal right now is 1 prototype level that is fully functional and then expand to maybe 7-11 levels depending on how I am feeling.  Currently there are no items, no anything.  It is all based around class and what weapon that class uses as well as what level they are.  Its got one of those rock paper scissors type thing but a bit more complex as there are 4 weapon types.  Combat is turn based and battles commence when two enemy units occupy the same square with the loser being bounced back a square.  Each unit consists of 3 characters which each have their own stats.  There is a front and back row and different types of attacks hit different rows until everyone in that row is dead and then it moves to the next.  I will post a capture of the gameplay soon.  Its very hard to understand the game without seeing it. 

mebloo

  • Posts: 128
It sounds like a mix between The Last Remnant (you control some kind of teams composed of units) and a tactical. It must be cool. Post us some screenshots soon and keep up the work :)

Battler

  • Posts: 4
Here is some recent gameplay.  Right now I am trying to get everything perfect with one good unit and one bad and then the rest of the programing is mostly copy paste with minor tweaking so after that development should fly.  As I am doing this alone I wanted to go for a real simple art style and I grew up playing gameboy  A LOT so I went for that kind of color scheme.

<a href="https://www.youtube.com/v/JSaXFIutTKg" target="_blank" class="new_win">https://www.youtube.com/v/JSaXFIutTKg</a>

« Last Edit: June 01, 2016, 12:36:49 pm by Battler »

ceosol

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Pretty awesome so far. Grid-based games are my favorite :)

colburt187

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Wow, very cool, love the battle stage set up, looks like you have put a massive amount of work into this so far.

mebloo

  • Posts: 128
Wow ! It's impressive and really cool. It reminds me a lot of Shin Megami Tensei: Devil Survivor on Nintendo DS.
It must represent a lot of work already.

Battler

  • Posts: 4
Its been about a month of coding so far.  That screen capture is about a week old now so I am a bit further now, in a week or two I will be able to start adding other characters probably.  I will say that I have been working on the game in my head for a while and have pages of google spread sheets with different types of stat growth and battle equations.  The design work I have also played with for a while now here are some old "style frames" I made.  Clearly I am not working with hexagonal tiles anymore, the aspect ratio is slightly changed and a bunch of the design stuff has been tweaked (as well as a peak at some other classes):







Battler

  • Posts: 4
Got a second player unit up and running as well as implementing battle strategies.  The strategies work like this: Attack Strong will tell units to hit the character with the most HP they can, Attack Weak hits the character with the lowest HP they can, and Attack Best hits the character they will do the most damage to.  Some strongholds that replenish your health are on the map now too but they aren't demoed in this video.

<a href="https://www.youtube.com/v/8YsGge9FJLU" target="_blank" class="new_win">https://www.youtube.com/v/8YsGge9FJLU</a>

ceosol

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  • Posts: 2254
I absolutely love the dancing feet on all of the characters. It reminds me of 1920's animation where the characters' legs don't stay still :)

You should totally have the trees/houses/etc. dancing too. I would buy the game just for the animation!

gurigraphics

  • Posts: 688
Design well organized. It's getting cool.