It’s me 7thSage again. I’m back again for part 5. Pathfinding. I expect that this is probably the one a lot of you have been waiting for. Some of you may be expecting us to go down the road of A*(read as A Star), instead we’ll be using a simpler, and in this case faster, method. As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. During our search instead of saving multiple paths, we leave trails of breadcrumbs that we can follow back from any tile we later choose.
Tactics
Godot Tactics RPG – 04. State Machine
Hi, 7thsage again. I’m back for part 4. State Machines. We got most of the setup done last lesson so this time around we can focus mostly on just the state machines.
Godot Tactics RPG – 03. Input & Camera
7thSage here again, welcome back to part 3 of the Godot Tactics tutorial. Sorry about the long delay. Life has been fairly hectic lately.
Godot Tactics RPG – 02. Board Generator
Hey, its me 7thSage again, welcome back to part 2 of the Godot Tactics series. This week we’ll be dipping our toes into the first bit of Gdscript for the project. We’ll create everything we need to build our tiles and generate a board or two.
Godot Tactics RPG – 01. Intro & Setup
It is my privilege to welcome my first contributor to the website, William Allen aka 7thSage!
Tactics RPG Music
It’s been almost a year since the last post, but I finally have a reason to revisit this project. Brennan Anderson wrote some amazing music after following along with the Tactics RPG project and was generous enough to share it with the rest of us. Thanks to him, we will go ahead and add a follow-up post that describes working with music.
Tactics RPG A.I. Part 2
In A.I. Part 1, we added autonomous agents. Our enemy units could randomly move around the board and pick and use abilities with random targets. Now it is time to make them move and aim with a purpose. We need our enemies to be smart enough to hit multiple targets, attack from the best angles, and avoid friendly fire, etc. They should always act intelligently from the options which are available.
Tactics RPG A.I. Part 1
I’ve decided to split the A.I. implementation into two parts. This first part will cover the “what” as in “what ability do I want to use?”. This is the easier of the two problems. The next portion on “how” as in “how do I know where to move and aim to best use the ability?” is rather complex. Since this bit is easier, I will also include the code that ties the A.I. into the battle states, as well as adding another user interface view which shows the name of the ability that a computer controlled unit has chosen to use.
Tactics RPG Intro To A.I.
I’m currently hard at work preparing A.I. for this project. I was hoping to have it ready to share today – it works, but I am still polishing the code and working on writing the accompanying tutorial. While you wait, I decided I could share the decision making process I followed while architecting this portion of the project to help whet your appetite.
Tactics RPG Victory Conditions
Now that we have enemies, we can also provide an actual “goal” for the battle. First we must be able to actually defeat the enemies, as well as risk defeat for our own units. There needs to be a consequence for a unit’s hit points dropping to zero, so we will add a “Knock Out” status effect which disables a unit from acting or taking additional turns. Likewise there should be an effect for defeating all enemy units, or allowing all hero units to perish. These are sample “victory conditions” which we will track, and which will allow the battle to end. Continue reading