05-09-2022, 05:37 PM
(This post was last modified: 05-09-2022, 05:43 PM by DerVVulfman.)
I am planning on releasing the remastered Tactical system that I have been working on, but not the Suikoden system which was more the request. A remastered version of the ZTBS system from years past, it has a number of new features and corrections.
Added to this remastered Tactical system are two status ailment effects: Confuse and Berserk. The handling of this was fun!!!! And if you believe that, I have a bridge for sale in Brooklyn. Wanna buy it? Originally missing in the initial version, these ailment are now functional and take control over their targeted battlers... forcing them to deal out melee attacks on enemies or their own.
As this is a tactical system, one can try to position one-self for an advantage. As such, backstabbing an enemy to achieve higher damage scores will be possible. And much of what was hard-coded into the Tactical system is now available to be configured. On opening the demo, you may see more pages devoted to configuring the system than actual engine code. HAH! When you have a battle system taking place on the map, you have about as much code as the default battlesystem shoved INTO the map code.
It still uses mere charactersets for the battlers... as this is a map-based system. So there are not any high-leveled animations such as seeing a character actively swinging a sword or show someone falling to the floor after being shot with an arrow. This would require more work to handle action sprites from multiple angles performing such. That is not to say that such cannot be added. Only to say that it hasn't.
Today, I spend fixing up two more conditions that can be configured, and then... instructions and introductions-writing time... not that each configurable option won't have instructions added.
Added to this remastered Tactical system are two status ailment effects: Confuse and Berserk. The handling of this was fun!!!! And if you believe that, I have a bridge for sale in Brooklyn. Wanna buy it? Originally missing in the initial version, these ailment are now functional and take control over their targeted battlers... forcing them to deal out melee attacks on enemies or their own.
As this is a tactical system, one can try to position one-self for an advantage. As such, backstabbing an enemy to achieve higher damage scores will be possible. And much of what was hard-coded into the Tactical system is now available to be configured. On opening the demo, you may see more pages devoted to configuring the system than actual engine code. HAH! When you have a battle system taking place on the map, you have about as much code as the default battlesystem shoved INTO the map code.
It still uses mere charactersets for the battlers... as this is a map-based system. So there are not any high-leveled animations such as seeing a character actively swinging a sword or show someone falling to the floor after being shot with an arrow. This would require more work to handle action sprites from multiple angles performing such. That is not to say that such cannot be added. Only to say that it hasn't.
Today, I spend fixing up two more conditions that can be configured, and then... instructions and introductions-writing time... not that each configurable option won't have instructions added.