Final Fantasy Hacktics

Modding => Non-FFT Modding => Topic started by: Koruten on September 08, 2014, 07:17:50 pm

Title: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on September 08, 2014, 07:17:50 pm
http://ffhacktics.com/smf/index.php?topic=10573.msg220321#msg220321
Title: Re: Tactics Engine [Just Started]
Post by: Angel on September 09, 2014, 01:23:52 pm
I'm curious what you're building the engine in, and if you plan to make it available to others for their own projects. Well, I'm curious about a lot of things, but figured I'd start with the simple stuff, first. :v
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 09, 2014, 01:29:27 pm
It's actually being built in GameMaker Studio, and will be available to everyone when it is finished. It's a long road ahead of me though, but I will continue on!
Title: Re: Tactics Engine [Just Started]
Post by: Angel on September 09, 2014, 01:35:18 pm
Cool deal. If I remember correctly, there aren't that many existing options for an isometric tactics-style engine in GameMaker, so I'm sure it will be appreciated across the board! Are you looking to make the maps 2D or 3D?
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 09, 2014, 01:44:10 pm
I'm going to try to achieve the 3D maps, with rotation and such just like in the original game. The plan is to make the engine as close to the game as possible.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 09, 2014, 08:00:28 pm
Here is a small update from today.
(http://i.imgur.com/NtsRzhk.gif)
Title: Re: Tactics Engine [Just Started]
Post by: Jumza on September 09, 2014, 09:01:06 pm
Cool stuff Koruten :)
Title: Re: Tactics Engine [Just Started]
Post by: Cheetah on September 09, 2014, 10:14:06 pm
Have you checked out Tethical or reached out to Lirmont? This is looking great though.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 09, 2014, 10:37:59 pm
I have seen Tethical, but I have not sent any messages to Lirmont. When was the last time Tethical was updated? Wasn't it April?

Anyways thanks for the comments.
Title: Re: Tactics Engine [Just Started]
Post by: Angel on September 09, 2014, 11:28:54 pm
AFAIK, Tethical is being continuously updated, but updates made public are sporadic. But Tethical is very different to what you're doing, since it's a commercial* multi-purpose suite of tools that are highly specialized, so.

* currently offered free on the condition that input is given with use, but the final product will be something you'll pay for.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 10, 2014, 12:08:19 am
Oh alright. That makes sense. Last time I saw it was when the kickstarter was live.
Title: Re: Tactics Engine [Just Started]
Post by: Vaan on September 10, 2014, 12:46:05 pm
What you re doing looks pretty neat, i must say.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 10, 2014, 06:32:40 pm
Thanks Vaan.

[youtube]2akI_vGXOJ4[youtube]
Title: Re: Tactics Engine [Just Started]
Post by: TristanBeoulve on September 11, 2014, 05:40:01 pm
This is pretty great stuff.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 11, 2014, 08:05:57 pm
Quote from: TristanBeoulve on September 11, 2014, 05:40:01 pm
This is pretty great stuff.


Thanks!



Attacking is now a thing. As well as HP and damage. (Still lots to do code wise regarding those though.)
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 12, 2014, 12:14:37 am
(http://i.gyazo.com/b67b9c0eea8eb81427a1e80d025f638e.gif)

Small update. Damage is now calculated and has a simple formula.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 12, 2014, 10:56:50 pm
(http://i.gyazo.com/2507608b7e44ce00744b821dd3b39ce3.gif)
(http://media.indiedb.com/cache/images/games/1/35/34993/thumb_620x2000/hp_update.PNG)

HP is displayed and updates after attacking. Only works with one enemy right now. Working on getting it to work with more. (Min of 6 at least)
((The reason the second screenshot image has different HP is because my GIF recorder didn't record the first take correctly.))
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 13, 2014, 01:24:46 am
(http://media.indiedb.com/images/games/1/35/34993/map.PNG)
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 17, 2014, 02:24:44 pm
(http://i.imgur.com/5Rzeed6.png)


Starting work on pub, shop, ect.

Also, it would be really helpful if someone could obtain some of the backgrounds from the game like the one from the save screen/attack team. Also, is there anyway to extract 3D models of the maps from the rom?
Title: Re: Tactics Engine [Just Started]
Post by: TristanBeoulve on September 17, 2014, 05:45:40 pm
I really love how quickly you're making progress. More please :).  :more:
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 17, 2014, 08:17:21 pm
Thanks. Until I can figure out how to import 3d models into gamemaker properly, the battling part of development will be at a slow pace, which is fine, cause I still have to work on party setup, jobs, abilities, items, gil, brave story, (not gonna bother with tutorials), and other map stuff.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 17, 2014, 09:37:05 pm
Good news! I managed to import a 3D model into GameMaker.
Here is a screenshot.
(http://i.imgur.com/8jajbyM.png?1)


Do you see it? Let me point it out if you don't.

(http://i.imgur.com/b8LS36h.png)


But hey, at least it's a step in the right direction! I'll show you a screenshot of what this map is supposed to look like.

(http://i.imgur.com/gGm8oAu.png?1)
Title: Re: Tactics Engine [Just Started]
Post by: Vaan on September 17, 2014, 09:45:23 pm
That is actually Great news, because height and distance are very important in FFT.
Title: Re: Tactics Engine [Just Started]
Post by: Koruten on September 17, 2014, 11:21:11 pm
After some playing around with values, I managed to get it up close.
(http://i.imgur.com/tjYAqvx.png)

Here is the model at a 45 degree rotation on the Z axis. The texture is a bit messed up, as it was supposed to be the grid map, but oh well. Also I'm not sure what's going on with the random holes in the object either.

It turned out my model was very very very small. I'm probably going to have to write up a scale document of some sort to help those who want to import their own models. But that will wait until I figure this out fully.
Title: Re: Tactics Engine [Just Started]
Post by: Jumza on September 18, 2014, 04:45:58 pm
o.o Lot's of effort? Nice! Keep it up!
Title: Re: Tangine
Post by: Koruten on September 19, 2014, 08:35:06 pm
So due to some frightening issues with copyright and such, the name of this engine has to be changed, possibly as well as content in it. I'll be working hard on changing things to make it more original looking, but hopefully I will be able to keep the same sort of feel.
Title: Re: Tangine
Post by: Angel on September 19, 2014, 10:18:46 pm
All you really have to do is make an empty engine with customizable parameters. Just because you CAN make FFT with it doesn't mean that you have to include all of FFT's formulas and what have you. You've at least proved that it can be done, which is a huge awesome plus. I'd suggest working extraneous features into it, though, like the ability to make it two side turn-based, a la Disgaea.
Title: Re: Tangine
Post by: Koruten on September 28, 2014, 02:06:04 am
Yes I suppose I could just do that, which I most likely will. I don't plan on adding every sprite, or job class in the game. Users will have to do that themselves, but I will add the basic stuff such as throwing items, moving, attacking, etc.

Also with the new name change, I figured it should have a new logo.

(http://i.imgur.com/nLYqmBF.png)

What do you think?
Title: Re: Tangine
Post by: Vaan on September 28, 2014, 06:46:17 am
Looks pretty epic :D
Title: Re: Tangine
Post by: Jumza on September 28, 2014, 09:22:04 am
It's the female mime! (right?)
Looks great :)
Title: Re: Tangine
Post by: Koruten on September 28, 2014, 02:23:07 pm
Quote from: Jumza on September 28, 2014, 09:22:04 am
It's the female mime! (right?)
Looks great :)


Yes it's the female mimes mask.
Title: Re: Tangine
Post by: Koruten on April 30, 2017, 01:19:39 am
Hey folks. It's been a long time, and you're probably thinking, why is he posting in his own dead topic that hasn't shown any sign of an update in over 2 years? Well, I wanted to share a bit of info.

When I started this project, I was an overly ambitious teenager. I was technically jumping into something super advanced with no knowledge of what I was actually doing.

The project was later scrapped and lost.

But then, 2 days ago, I decided I would try again, and I would like to share some progress screenshots.

I decided to base it around how FFTA worked, with it's simpler sprite work and restricted camera.

Day 1:
(https://thumbs.gfycat.com/MajesticWhoppingEasternnewt-size_restricted.gif)
I started with grid movement and height.


(https://thumbs.gfycat.com/ThreadbareIndolentGraysquirrel-size_restricted.gif)
Then I started adding tiles.


(https://thumbs.gfycat.com/TeemingIdealCuscus-size_restricted.gif)


(https://thumbs.gfycat.com/UnsungLameGibbon-size_restricted.gif)
Then came the basic UI elements.


(https://thumbs.gfycat.com/GrizzledAgedBushbaby-size_restricted.gif)
Then I made some FFTA-styled robot characters.


(https://thumbs.gfycat.com/AngelicAmusedLamprey-size_restricted.gif)
Unit directional facing.


(https://thumbs.gfycat.com/SelfassuredHandyFanworms-size_restricted.gif)
More UI elements.


Day 2:
(https://thumbs.gfycat.com/MisguidedSpitefulBlackbuck-size_restricted.gif)
I thought my little soldiers would like to move around a bit.


(https://thumbs.gfycat.com/CircularUltimateAlaskanhusky-size_restricted.gif)
Water + depth.


(https://thumbs.gfycat.com/ExcitableWaryAlligatorsnappingturtle-size_restricted.gif)
I thought it would be better if they didn't teleport everywhere (without the said ability)


(https://thumbs.gfycat.com/EducatedClassicEastsiberianlaika-size_restricted.gif)
And finally, I've started work on some AI. There's a lot to do in this category.


So to summarize, even though I had abandoned the original project, I didn't give up my initial dream and restarted when I felt ready. I feel like I learned quite a bit over the past 2 years.

What do you think of all of this? I'd love to hear your opinions.
Title: Re: Tangine
Post by: 3lric on April 30, 2017, 05:54:26 am
Well done, especially if this amount was achieved in two days. Don't lose that steam
Title: Re: Tangine
Post by: Koruten on April 30, 2017, 02:22:07 pm
Thanks. I'm quite happy with myself that I've exceeded what I had done previously in just 2 days.
Title: Re: Tangine
Post by: Angel on May 01, 2017, 12:01:05 pm
(http://i.imgur.com/YxhCJAR.gif)

Really though, that's some awesome work done in just two days. If you said it took two weeks, I'd still say you were making great progress. Not only did you lay some great foundation, you already have some impressive, quality tangibility.
Title: Re: Tangine
Post by: Koruten on May 01, 2017, 06:35:14 pm
Quote from: Angel on May 01, 2017, 12:01:05 pm
(http://i.imgur.com/YxhCJAR.gif)


(http://i.imgur.com/yr6Mjml.png) ;)

I've started working on a built in map-editor to make the production process a lot quicker and easier for myself.
(https://thumbs.gfycat.com/LankyDimpledHousefly-size_restricted.gif)

Here's a map I threw together in about 2 minutes.
(http://i.imgur.com/KtRRfPK.png)
Title: Re: Tangine
Post by: Koruten on May 02, 2017, 01:04:15 am
(https://fat.gfycat.com/DimwittedCloseDove.gif)

Map saving and loading.

EDIT :

(https://thumbs.gfycat.com/GlossyBossyAruanas-size_restricted.gif)

Setting up the battlefield.
Title: Re: Tangine
Post by: HowDoGameDev on May 02, 2017, 12:06:07 pm
First off, good work. You've accomplished a lot in just a few days.

I'm not familiar with your engine or how you're storing maps, but if it's a 2D array, you could potentially allow rotation by changing the render order of elements in the array based on camera angle. The unit facing could also be calculated based off camera angle. Additionally, it looks like some of the tiles occasionally get shifted too high by a pixel every two columns or so. Might be a rounding error of some sort or something like that.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on May 02, 2017, 01:39:32 pm
Thanks HowDo. Maps aren't saved as a 2D array, but more that each tile and entity's properties are written to a binary buffer and exported to a file.
Also the tile shifting is an issue with the camera renderer. The game is rendered at 320x180 and then upscaled to 640x360, but I haven't upscaled the rendered, only the window, so everything looks choppy because pixels are trying to be between pixels.

Battles on custom maps now work!
(https://thumbs.gfycat.com/AcademicFragrantHerculesbeetle-size_restricted.gif)

EDIT :
Had to rework the save / load in my map editor because when compiled, the original didn't work.
(https://thumbs.gfycat.com/RaggedTornGalapagossealion-size_restricted.gif)
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on May 03, 2017, 12:41:18 am
https://xnblank.itch.io/prototactics if anyone wants to play around with the engine in it's current state, here you go.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on May 05, 2017, 12:51:12 am
(https://zippy.gfycat.com/WeightyEarlyArcticseal.gif)

Now the real battling begins. Also camera lerping can do wonders.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on May 08, 2017, 09:07:04 pm
(https://giant.gfycat.com/GranularHalfBeagle.gif)

Surprise! Networking.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Jumza on May 08, 2017, 09:39:37 pm
That's incredible! You've done such a crazy amount of work in such a short time!
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: 3lric on May 08, 2017, 09:49:16 pm
Jesus christ monkey balls!

I've seen others spend months on similar projects and not achieve half of what you have in such a short time
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on May 08, 2017, 11:53:37 pm
Thanks guys! If you have any questions or future suggestions let me know.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: ExL on May 09, 2017, 12:47:12 am
Even network support!? :shock:
That's absolutely amazing, especially for such amount of time :shock:

As for suggestions - well, I PM you about possible ways of combo implementation if there'll be any, but it's early for that. Maybe more terrain options before it gets complicated?
Ones comes to mind:
- miasma/poisonous water from Onimusha Tactics, same as water, but causing poison damage;
- lava from TO, can't step on it(without floating boots), but can jump over, can be pushed there for killing;
- quicksand - if standing on it movement reduces to 1 square;
- thin ice, crumbles on next turn of standing;
- retractable/liftable bridge;
- open/closed door;
- open/closed dam;
- dryable water tiles for when dam is closed;
- stepping triggers for bridges/doors/dams/traps a) triggered when stand on; b) triggered when stepped on, untriggered when stepped again;
- covered hole trap/crumbling ground finishing turn if stepped on;
- spike trap damaging if stepped on(+finish turn maybe);
- web/vines/swamp slow effect;
- treasure tiles with common expendable items, acquired if turn added on tile(maybe later limited to those who own certain skill);
- tall grass/myst lowering accuracy, increasing evasion;
- river with fast stream that moves unit standing on it according to it's current(maybe into whirlpool or waterfall);
- teleport-trap, interrupts movement teleporting to different tile, but can continue turn;
- later on maybe other traps activating spells like fire trap, paralyse trap, ice trap, etc.
Those should add a bit of variety to combat giving wide range of tools for mapmakers... Such stuff probably is good to have early, project can gain bonus popularity with map contests...

Godspeed and good luck!
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on July 23, 2017, 02:30:40 am
It's been a while. I've been busy with stuff in my personal life, it got in the way of development. So here's a nice dev update, long overdue.

I've been working on multiple races and classes, implementing them slowly into the game. One of the new races is featured in these gifs. They're sort of like Kobolds. There are more races to come however, so stay tuned. Palette swapped sprites have also been added. They work similarly to FFT where they use a predefined palette of 8 colors for the sprite and 5 additional colors for the portrait.

(http://i.imgur.com/7NHHmBG.png)(http://i.imgur.com/1ODwDeC.png)

So I can get something like this in-game.

(https://thumbs.gfycat.com/DigitalOldAplomadofalcon-size_restricted.gif)


The formation screen was started on today, with great results. It also showcases different class sprites in play.

(https://zippy.gfycat.com/CraftyNastyLadybug.gif)


(forgive my quick sprite work.)
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Zeke_Aileron on July 23, 2017, 03:51:03 am
This looks amazing, you're doing great, i also really like those Kobold sprites to me them seem somewhat perfect to be in FFTA2. btw for the level/leveling system will it mainly be FFT/FFTA's leveling system i do like the leveling system; although, i favor FFTA2's way of leveling, but that's just me, anyways keep up the amazing work i can patiently wait to see what your next dev update is.  :D
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on July 24, 2017, 05:31:04 pm
Thanks. The leveling system is going to be something similar to FFTs. (Gain EXP for each action done in battle)
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Zeke_Aileron on July 24, 2017, 07:16:42 pm
Quote from: Koruten on July 24, 2017, 05:31:04 pm
Thanks. The leveling system is going to be something similar to FFTs. (Gain EXP for each action done in battle)


Ah ok, i'm quite fond with FFT's/WoTLK's Leveling system since you got exp for your actions and JP along with it so even when you felt like you accidentally overleveled for some reason you had a lot of JP to use to learn all the abilities you could learn to keep your character from being just a high level body-bag. I personally didn't like FFTA's leveling system cause you only earned exp in battles and AP for your abilities was only given to you after the fight with only those that participated in it(which in turn the body bagging happened well for me at least..), and FFTA2's system for me felt balanced in some ways.


So seeing that it takes from FFT's system is really impressive, keep up the outstanding work. :D
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on July 24, 2017, 07:37:07 pm
No associated portraits for the jobs but multiple jobs and races in a battle.

(https://giant.gfycat.com/PointedPowerfulGoa.gif)
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on February 09, 2018, 08:16:47 pm
It's been a while, but I'm still going.

been working on a lot of stuff, one being an entity editor for the map editor. at the moment it only allows generation of a random unit, but will be able to edit the finer details afterwards.

(https://thumbs.gfycat.com/BlissfulSilkyGalapagosmockingbird-size_restricted.gif)

I've also been working on the status screen during battle.

(https://i.imgur.com/6kS0I0b.png)

Plans for the event editor are in the works and i hope to start on it after the entity editor.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Blunderpusse on February 10, 2018, 06:33:03 pm
Any progress is appreciated. I'm really glad that you've been able to work on this engine. Keep up the good work. It's looking ace so far.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Zeke_Aileron on May 08, 2018, 11:02:07 pm
Wondering if progress for this amazing engine is still progressing?

Oh, i do have a question about the engine, if once fully completed will it be a purchasable/donation feature as a way to support you for doing this amazing project, and will it have ways to export and import assets/resources ranging from sprites, music, sounds, graphic animations, tile maps, etc?
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Justarius on October 13, 2018, 02:41:47 pm
I spoke to Koruten via Twitter a few weeks back. It seems like it's something he's still working on, but other work got in the way. I'm still excited to see if this goes anywhere, would love to build something in GMS using it.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Evs on December 24, 2018, 12:14:59 pm
Thats awseome Koruten! I will be keen to watch your progress.
Im making a tactics rpg also.. Finally figured out how to make it in 001 game creator i hope you dont mind if i share a small video here as its similar to what your doing and i dont want to create a new topic just now. Keep at it. There are tactics fans out there, i know its hard to find time to work on it.. Me too. https://youtu.be/ymjr_lxgGAM
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on January 18, 2020, 05:33:49 pm
*coughs*
Long time no see. I apologize for the long period of silence. The past year has been very rough and as such I hadn't found much time or energy to work on this. But with the start of the new year and changes that have been made in my life I can once again find time to continue work, learning and improving the engine. To start with something big, I went back to the 3D prototyping and did a lot more learning on the subject for GM:Studio, and I've been able to advance with it. I've finally figured out how to billboard sprites with GameMaker's shaders. And I've gotten the camera pretty much nailed down. Could use a bit more touching up, mostly with movement so it doesn't seem so erratic.

The following map was edited using a new map editor I wrote for 3D maps. It's primitive but it covers the basics needed for a tactical RPG map.



Of course, this is only 3D Maps and nothing more. The RPG engine hasn't been ported over to this yet, and I'm considering rewriting most of to to clean it up.

You can see more here:
https://twitter.com/xnblank/status/1218562779000369152
https://twitter.com/xnblank/status/1218635080534331392

Let me know what you think.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on February 07, 2020, 11:44:41 am
Been focusing mostly on the map editor and pathfinding right now. I've had to restructure the polygon tiles a bit and it definitely needs optimization.

I've managed to create a dll hook that lets me create a WinForm. Took some UI inspiration from Ganesha.

https://twitter.com/xnblank/status/1222414745019437056

https://twitter.com/xnblank/status/1224279499518296065
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: DankyNogatonga on August 13, 2020, 05:06:01 pm
Are you still working on this? It's the first time I found a TRPG engine that looks so clean. I'll play a bit with it and see what's what.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Koruten on August 22, 2020, 02:41:30 am
Yeah I'm still working on this. I was waiting for a major update on the tools I was using to improve workflow and cleanup my code. I'll update here when I have something substantial to show. As of right now, I'm currently doing cleanup.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: DevilKrin on September 13, 2020, 03:21:04 pm
I'm in the middle of working on my own tactical RPG as well in hopes to create more fun FFT-like games too. Really awesome to see more people trying to keep this genre alive. :3
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Baitlinesinker on March 23, 2021, 03:30:06 am
Legit this is cool as heck. such a simple concept of making your own Tactics engine sounds like something that should have been realized a long time ago by a group.
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Snowmeow on November 15, 2021, 01:08:54 am
Imagine the possibilities...
Without the Playstation limitations, very crazy things can happen.
Hi-res sprites, more than 20 classes, adaptations from other tactical RPGs... CROSSOVERS...
to be fair, I was waiting for DECADES for a tactical RPG engine, there were promises and hopes, and everytime something happened to halt'em.
But this is by far the best WIP I've seen. I have high hopes to see it concluded.
Imagine, an enhanced unofficial port of FFT to PC?
Title: Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
Post by: Abashi76 on September 25, 2022, 01:40:07 pm
So you are making your own game right?