RPG with Turn-Based Combat Update

It’s been some time since I’ve given an update to my RPG game. Here is a list of some of the features I’ve been able to implement into the game:

  1. Inventory System - Scrollable list vs click and grab concept because I’m using gamepad/keyboard and won’t have mouse functionality. Two types of inventories are used - consumable items and equipment (weapons, armor, accessories). Some weapons will be unique to a character and the interface knows which can be used by a character and which can’t. Also a pickup capability has been included so the player can add items or equipment whenever found.
  2. Shop System - Can buy or sell items and equipment. Two types of merchants are in the game - shopkeeper manages consumable items and armorer manages equipment. Money system in place to handle transactions.
  3. Dialogue System - Two types of dialogue are available within the game. Some dialogue will be full screen animated using DOTween and some dialogue will be in-screen text box. If the dialogue is being used by a shopkeeper or armorer, there are options available within the dialogue to drive the shop system.
  4. Audio System - Unique tracks for each scene as well as each combat area are implemented. Used animation events to handle footsteps, certain weapon strikes, and player/enemy damage noises. If a particle effect is used, I just attached a sound effect to the particle effect and let it manage the sound.

Sorry this is a long preview but lots of things to show. This is still in sandbox development - stand-in characters and environments - but I’m really trying to get the mechanics and programming down before tackling modelling.

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When you’re stuck in the dungeon in a game with no name… (us older folks should have an earworm from that).
Nicely done! Don’t knock the “stand in” characters and environments. Low Poly (Synty style) really is a viable art style, and you’ve done an excellent job with the look and feel for your “demo”.
I’m a huge fan of the breakout turn based style of battles. You might consider an option there, though, to speed up the attack animations. I like to speed up the moves to and from the target like 2-4x, and then run the actual attack (and idle animations) at regular speed.

Are you saving the scene and going to a battle scene, or do you have a battle environment within the scene that the player is temporarily teleported to?

Yeah I agree on the speed of the battle. The battle environment exists within the main scene. When the player encounters the enemy in the world, it triggers a battle launch sequence to spawn the combatants in a battle environment within the world scene. Basically it flips back and forth between the world scene and the battle environment. I still use portals though to go from one scene to the next and back.

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