how to create easily a battle system (PS1 remake)

Discuss/post fan stuff (images, fictions, games...)

how to create easily a battle system (PS1 remake)

Postby denman » Wed Aug 15, 2012 10:01 am

hi all,

i want to make a PS1 remake i have experience with game programming but not with round based battle system's so i need hep xD

(later i need also some remake graphics of PS1 to start the game coding ...how can i find them..or can anyone craeate some for me tilesets and chars?)

thx
denman
Pinchant
Pinchant
 
Posts: 2
Joined: Thu Aug 09, 2012 1:04 pm

Re: how to create easily a battle system (PS1 remake)

Postby Shen-FN-Woo » Wed Aug 15, 2012 12:48 pm

Want content from me? Find it here - http://counterchaos.freeforums.org/index.php
User avatar
Shen-FN-Woo
Xanafalgue
Xanafalgue
 
Posts: 16
Joined: Wed Aug 24, 2011 8:06 pm
Location: Baltimore, MD

Re: how to create easily a battle system (PS1 remake)

Postby denman » Wed Aug 15, 2012 2:37 pm

i want to make it for mobile phones not for the PS2 only xD

i think i will create not a 1:1 port i will make a special one mixed the PS1 story and features with new features like better equipment and enemies also more vehicles.
denman
Pinchant
Pinchant
 
Posts: 2
Joined: Thu Aug 09, 2012 1:04 pm

Re: how to create easily a battle system (PS1 remake)

Postby spookeydonkey » Thu Sep 20, 2012 2:09 pm

i suggest drawing a spreadsheet with the logic of the battle system to help u understand how it happens. not hard. you will need an understanding of game state management.

my advice before making a game...make a lot of little demo programs covering every aspect of the game. then put it all together
spookeydonkey
Blastoid
Blastoid
 
Posts: 94
Joined: Thu Feb 03, 2011 10:06 am

Re: how to create easily a battle system (PS1 remake)

Postby spookeydonkey » Sat Aug 30, 2014 2:36 am

What language are you goin to be using? Java for Android or Obj C for IOS. You should look into LibGDX as it works on either platform.

I recommend making small programs that accomplish everything you will be doing in the game. For example, start out with 2 small seperate programs. One is battle and one is overworld, and maybe one more for city. You can combine the city and overworld as overworld will only be displaying graphics and accessing menus, which you will program in the city program anyway.

For city, focus on rendering your character and fine tune the collision detection first, then add one city and make sure it works perfectly (collision, layering, etc, maybe some menus). After that you will want to incorporate NPCs which is pretty easy if you go the collision correctly. Next up is talking to NPCs, and after that naturally shopping with NPCs. Finally you want to test out some small quests, such as "Go talk to this person and come back" or "Get an item and come back". Once you figured this all out, you should focus on the battle if you didn't.

For the battle engine, there are several main parts. The hardest will be the graphics and and timing. You gotta create what's called a state management system. This essential the flow of logic you will be using. For example: first is the program deciding which enemies your character will face (done before drawing to screen), second is drawing characters in your active party and the enemies, next is who attacks first, then of course displaying the proper menus at the proper time. The last thing is figuring out how to make your characters attack in the proper order and not out of order (i.e. same time or same times as enemies).

After you have this you will have your "game engine". The next part is the most boring and difficult: Creating all the maps, creating all the quests. If you coded your engine properly, you won't have too much trouble. Focus on implementing all the towns, being able to walk around and not get stuck, proper camera scrolling/limits, entering houses etc. I suggest using two or three layers, one being collidable objects, one being background, and one for entrances and exits (you can combine two of them).

For quests just focus on one at a time, or once city's quests at a time. For the text you may be able to find a dump of all the game text and you will have to organize it somehow that is easily accessible in the game code. Or of course create your own.

Since you're not remaking the game, don't go overboard. People want a good 5 hour adventure not a 40 hour game, especially on mobile and especially if it's fan made. See how the feedback is, and then decide to scale your project.

Also, don't release anything that doesn't have substance. People will lose interest in you and you will be discouraged. The same happened to me because I was overeager to release, and now with my new project I get literally no feedback. I always promised and broke promises, because lol real life happens!

Good luck with you're game, and don't get discouraged if you find any of the coding difficult. There's a million ways to code what you want, be creative and don't rely on google for all your coding because you rarely find a solution to your specific problem and will have to recode most of what you find (which is still useful btw).
spookeydonkey
Blastoid
Blastoid
 
Posts: 94
Joined: Thu Feb 03, 2011 10:06 am


Return to Fan stuff

Who is online

Users browsing this forum: No registered users and 4 guests

cron