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Module 5
Turn-Based Combat System
1
Turn-Based Combat State Machine Design
Design the architecture for a classic turn-based combat system, including a state machine (start, input, execution, end).
Design the architecture for a classic turn-based combat system, including a state machine (start, input, execution, end).
2
Designing Combatant Data Structures
Create a data structure for combatants (actors and enemies) with core stats (HP, MP, ATK, DEF, AGI).
Create a data structure for combatants (actors and enemies) with core stats (HP, MP, ATK, DEF, AGI).
3
Agile Turn-Based Combat
Implement a turn-ordering system based on character agility (e.g., Active Time Battle).
Implement a turn-ordering system based on character agility (e.g., Active Time Battle).
4
Core Combat Actions: Attack, Defend, Escape
Implement core combat actions: Attack, Defend, and Escape.
Implement core combat actions: Attack, Defend, and Escape.
5
Classic JRPG Damage Formulas
Design and implement damage calculation formulas inspired by classic JRPGs.
Design and implement damage calculation formulas inspired by classic JRPGs.
6
Battle Outcomes and Map Transitions
Implement victory and defeat condition checks, and the transition from the battle scene back to the map.
Implement victory and defeat condition checks, and the transition from the battle scene back to the map.
7
XP and Loot Distribution System
Implement the system for distributing experience points and loot upon victory.
Implement the system for distributing experience points and loot upon victory.
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Dialogue and Cutscene System
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Combat Expansion: Skills, AI, and Effects