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      • Let's make a Turn-Based Battle System as used in many RPGs in Unity. We're going to listen to Player input when it's his turn and do a simple attack. We're going to have a Health System, Health Bar, Damage Popups and other effects. Later were going to take this base and expand upon it with multiple enemies, special attacks, items and so on.
      unitycodemonkey.com/video.php?v=0QU0yV0CYT4
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  2. Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=0QU0yV0CYT4Let's make a Turn-Based Battle System as used in many RPGs in Uni...

    • 35 min
    • 196.2K
    • Code Monkey
    • Table of Contents
    • Preserving The World State Data
    • Setting Battle Data
    • Transition to Battle Arena
    • Transition Animation Setup
    • The Look and Feel of A Battle
    • Updating Huds with A Script
    • Controlling The Battle Flow
    • Fade in Characters in Their Battle Positions
    • Player’S Turn

    In order to preserve data between two different ‘scenes’ we’re going to take the advantage of a ‘Scriptable Object’ concept. It is a data container implemented in Unity to save large amounts of data independently of class instances. I will write to and read from those objects whenever we switch the scenes during gameplay. Here I’m going to expand o...

    Now that we have the scriptable object, lets define two fields in ‘StatusManager’ script of ‘CharacterStatus’ type. They will hold information on the player and enemy status, who is attacking our player. The enemy status field is a generic placeholder that will only hold information of our antagonist at a given time. That is to say, I will update t...

    Let’s now look into how we are going to actually transition between levels. I’m going to create a new game object and attach a script called ‘LevelLoader’ to it. Since we want to manage the scenes in Unity we have to import necessary library first. I want to have only one instance of this object that is going to be available regardless of the scene...

    To define the transition animation start by creating a canvas and making it a child object of ‘LevelLoader’. From this point onward anything under this object can be used as part of the animation. For the sake of this tutorial I’m going to simply drag a giant pixelated circle image from right to left. The starting animation will contain frames wher...

    It is time to work on the battle arena scene where our characters will clash! Start by creating a new scene and call it ‘BattleArena’. We want our two characters to stand in specific positions on the battle field. To that end, I’m going to add two platform game objects with shadow sprites. One will be for the player and one for the enemy we encount...

    Inside a script we are going to write a function that takes our ‘status’ object we have defined earlier as an argument. I’ll use it to update all relevant HUD’s in the scene that we just created. In order to update our progress bars I need to provide a value in a range between 0 and 1. To do this I’ll calculate the percentage values of current heal...

    We are now going to write the very core of turn-based battle system. I’m going to focus on establishing a foundation upon which you can easily expand on. Giving a twist to existing game mechanics is highly encouraged. Let’s start by creating an empty game object called ‘BattleSystem’. Add a new script to it called ‘Battle System Manager’. Inside of...

    The ‘FadeInOpponents’ function job is to gradually fade in our characters prior to battle. To do this, I’m manipulating the alpha value of their sprites over a span of few seconds. Similarly to how we are updating the health bars, I’m calculating the percentage by which I need to increase the opacity of a sprite at each time step. Therefore, the nu...

    The implementation of a player’s turn is encapsulated in three tightly coupled functions. Firstly, we give the player a chance to act by releasing a blockade imposed by ‘isClicked’ boolean. Secondly, we define the logic of a button press. We make sure that it can be pressed only once per turn. Thirdly, we execute the animation and logic of the atta...

  3. Learn how to make a 2D RPG turn-based battle system utilizing free assets and the powerful tools Unity has to offer. In this tu...

    • 18 min
    • 63.4K
    • Mr. Kaiser
  4. Let's create a simple turn-based battle system using Unity. Plan your next video game in Milanote: https://www.milanote.com/brackeys Project files: https:/...

    • 30 min
    • 577.6K
    • Brackeys
  5. Jul 5, 2019 · Let's make a Turn-Based Battle System as used in many RPGs in Unity. We're going to listen to Player input when it's his turn and do a simple attack. We're going to have a Health System, Health Bar, Damage Popups and other effects.

  6. Featuring a state-driven architecture, intuitive player and AI controllers, and flexible game management components, this toolkit empowers developers to create engaging and dynamic turn-based gameplay experiences with ease.

  7. Jun 15, 2014 · The ultimate goal of this kit is to make a single battle system that can be configured to be completely different battle systems for different type of games, basically giving you a one stop solution for all your turn based battle needs!