Devlog #1: Added a grid!


Here's an update on my grid battle system that I've been working on.

1. I integrated the grid with the battle system successfully.

2. I added some basic logic for AoE skill targeting. When you select a target, it'll display the area of effect. When you confirm your selection, the game will search for additional targets that are within the area of effect, and then execute the skill/item on them as well.

https://www.youtube.com/watch?v=Y-nu_XGZBOE

3. I added some basic logic for grid target selection. When you select a skill that requires target selection (any skill/item that has a scope of "one enemy, one ally, the user, etc), the game will ask you to select a target as usual. However, instead of opening the actor or enemy windows, the game will activate the grid selection.

https://www.youtube.com/watch?v=uUPgh5_6d5w

When you pick a square, the game will confirm that as your selection, it will use the area of effect skill targeting logic above to see if anyone gets hit. If there's no one there, you'll basically perform your action but nothing gets hit.

Now that grid selection is complete, the next feature that will be added is a move command, where you can select the "move" skill, which will activate the grid selection (as in #3), and when you pick a tile, the game will then initiate the movement sequence (which might be just teleporting to that spot, or the actor might need to run there, etc). Because the "move" command is just a skill, you can also have it consume mp, define range (that will be implemented later), and so on.

Attack range can also be implemented now, with the new grid selection. If your actor can only attack an enemy beside them, you won't be able to select squares that are "outside of your range".

Direction is still something that would take some thinking, because it's pretty much a separate system. Also because our side-view sprites don't have frames for "facing north" or "facing south". 

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