Quest 1 continues!


The next part of our RPG series has released. In today's article, we flesh out or battle system with a basic combat formulas and start tracking stats, and we give our Monster some moves!

There's many ways to do combat formulas, and the tool presented here is just designed to get your gears turning. I encourage you to experiment with different events or math functions to try and create more robust systems; one of the most fun ways to learn how to build something in GB Studio is to try and replicate something you've seen work in a game you enjoy. 

For example, in this article, we give the enemy an attack that can leave us with a poison condition, but how would we handle something like Pokemon's "Burned" status?  That not only deals damage over time like our Poison status, but also halves the Attack stat of the victim!

We also don't have a way for our status conditions to go away (yet), so how would you solve that in the system presented here? There's no one answer, so give it a think and see what you can come up with!

This article also introduces a bug into our system (on purpose! spoilers, but it's resolved by the end of the tutorial). But, if you ever run into anything unintended (or just want to chat/brainstorm ideas/or even share a project), don't forget to use the comment board on the project!

Hope you're enjoying the series. See you next time!


Files

RPG Tutorial Part 1-2.zip 658 kB
24 days ago

Get Let's Build an RPG! A GB Studio Tutorial Series

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