Systems in Place tech demo. 1 battle


GPTForce - Tactical RPG Development Update

๐ŸŽฎ Game Overview

You've built a classic turn-based tactical RPG in Unity with a grid-based battle system. The game features party management, exploration, and strategic combat reminiscent of games like Fire Emblem or Final Fantasy Tactics.

โš”๏ธ Core Battle System

  • Turn-based Combat: Initiative order determined by Speed and Movement stats
  • Grid-based Movement: Characters move on a tactical grid with movement previews
  • Battle Actions: Attack, Magic, Items, and Stand options
  • Enemy AI: Intelligent enemy behavior with targeting and movement
  • Multiple Battle Areas: Different battle confiners for varied encounter locations

๐Ÿง™โ€โ™‚๏ธ Magic System (Recently Added)

You've implemented a comprehensive spell system with:

  • Spell Types: Damage, Heal, Buff, Debuff, and Utility spells
  • Target Types: Enemy-only, Friendly-only, Any target, or Self-cast
  • Level Scaling: Spells scale with MP cost, strength, range, and effect size
  • Range & AOE: Support for different casting ranges and area effects
  • MP Management: Characters consume MP to cast spells

๐ŸŽ’ Item System (Recently Added)

Your item system includes:

  • Consumable Items: HP/MP restoration potions and revival items
  • Equipment System: Weapons, armor, and accessories with stat bonuses
  • Inventory Management: 4-slot inventory per character
  • Item Usage in Battle: Strategic item consumption during combat turns
  • Shop System: Buy/sell items with gold currency

๐Ÿ‘ฅ Party & Character System

  • Party Management: Multiple character classes (Mage, Warrior, Cleric, etc.)
  • Character Progression: Level-based stat growth and XP system
  • Equipment Bonuses: Weapons and accessories modify character stats
  • Character Classes: Different MP scaling and abilities per class

๐ŸŒ Game World

  • Multiple Areas: Town exploration, battle encounters, and shop interactions
  • Save/Load System: Persistent game state with character progression
  • Music System: Dynamic music switching between exploration and battle
  • Screen Transitions: Smooth scene transitions with visual effects

๐ŸŽต Polish & UX

  • Sound Design: Menu navigation, battle effects, and music
  • UI Systems: Battle menus, targeting cursors, and party displays
  • Visual Feedback: Character portraits, spell effects, and damage numbers
  • Input Handling: Keyboard controls with menu navigation

๐Ÿ’พ Technical Features

  • Save System: Complete character state persistence
  • Modular Design: Scriptable Objects for spells, items, and character data
  • Event System: Turn management and UI updates
  • Camera System: Dynamic camera following with battle confiners

๐Ÿš€ Recent Additions

The magic and item systems represent significant gameplay expansions, adding strategic depth with:

  • Spell Targeting: Range-based spell selection with different target types
  • Resource Management: MP for spells, consumable items for healing
  • Tactical Depth: Players must now consider positioning, resources, and timing

Files

ShiningLikev3.zip 29 MB
Jul 13, 2025

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