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Feature #69

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IV IV

Feature #68: Battle module

Battle module structure

Feature #69: Battle module structure

Added by I. Valentin almost 3 years ago. Updated over 2 years ago.

Status:
In Progress
Priority:
Normal
Assignee:
Category:
Gameplay: Battle
Target version:
Start date:
2023-06-27
Due date:
% Done:

40%

Estimated time:
(Total: 0:00 h)

Description

Create a battle module structure. There are two ways to go about this:

  1. Use the current EntityManager, CameraManager and ScriptManager, with the required modifications. Party characters, enemies, backgrounds... would be Entities, and the battle flow would be controlled by Lua scripts and the current ScriptManager

  2. Create separated BattleEntityManager, BattleCameraManager and BattleScriptManager. Create new classes for party members and enemies.


Subtasks 1 (1 open0 closed)

Feature #74: Fix the camera battleIn ProgressI. Valentin2023-06-27

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IV Updated by I. Valentin almost 3 years ago Actions #1

  • Status changed from New to In Progress
  • % Done changed from 0 to 10

As of ec6f8a69, the battle manager exists. Battles can be started from map scripts and the console (random battles are not implemented) and ended. All managers now have a battle module, and their flow is special for battles, pausing the field module. Battle models can be loaded (partially, and without animations) and the battle camera is set (it has a wrong orientation, though).

Thr battles themselves don't yet have a flow, and nothing happends during them.

IV Updated by I. Valentin almost 3 years ago Actions #2

  • Subtask #74 added

IV Updated by I. Valentin over 2 years ago Actions #3

As of 4b4af67f, battles can be started and ended at will using the console. Scenes and character models are correcly loaded.

There is a basic battle flow, that fills the party ATB and shows a command window when one is full, but nothing else happens during battles.

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