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How to create turn-based combat system like in Final Fantasy VII

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Session 4.6: How to create turn-based combat system like in Final Fantasy VII

with ZeronevDev|4 years experience

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How to create turn-based combat system like in Final Fantasy VII

  • English
  • Game Development
  • UnityUnity
  • (5546)
  • Project length: 8h 43m

Welcome to this series! We’ll be creating the combat system of the most popular FF Game! A game that was loved my millions and still loved till this day. And we are going to create this game combat system logic 100% from scratch in Unity3D!

Overview

How to create turn-based combat system like in Final Fantasy VII

Introduction

In this project, you will create a solid Class structure for characters, creating a solid and manageable framework for even expanding upon this project after we have finished completing it, analyzing what the game does and creating it from scratch and of course, handling enemy AI!

What are the requirements?

  • Basic C# and Unity3D knowledge.

What is the target audience?

  • Anyone interested in how turn based combat works in games
  • You want to make a solid turn based combat system

Project Outline

Session 1: Setup and combat system definition. - In these sessions we will setup our tools and we will understand how Turn Based game combat works, we will be taking a close look at the game.

  • Session 1.1: Setting up Unity and Visual Studio.
  • Session 1.2: Understanding turn based combat systems

Session 2: Data Structure - We will be defining all the base data structures for the characters, like health, speed, mana, and character states.

Session 3: Game UI - We will set up our user interface for showing all the combat UI for the game.

Session 4: Game Logic - In this session we will begin coding our main game logic loop and use our data structures for handling our main combat loop!

  • Session 4.1: Creating combat loop.
  • Session 4.2.1: Connecting data with the UI PART 1.
  • Session 4.2.2: Connecting data with the UI PART 2.
  • Session 4.3: Expanding Character and adding Abilities data.
  • Session 4.4.1: Using Character Abilities in combat loop PART 1.
  • Session 4.4.2: Using Character Abilities in combat loop PART 2.
  • Session 4.5: Enemy AI.
  • Session 4.6: Game State.

Session 5: Animations and Characters - In this session we will import our characters and combine our game loop with the characters animations.

  • Session 5.1: Importing characters and setting up Animation Controllers.
  • Session 5.2.1: Using the characters and animations in the combat system PART 1.
  • Session 5.2.2: Using the characters and animations in the combat system PART 2.

Session 6: Final Touches - In this session we will test all the combat system thoroughly, then fix any encountered bugs, further notes about the project and some final touches.

Session 7: Project Recap

Reviews

Average rating

5(5546 Reviews)
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    ZeronevDev

    6 months ago

    Feel free to send me a direct message if you have any questions!