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About

This engine is intended to create a game similar to Final Fantasy Tactics (FFT), including reading data from an FFT ROM

Controls:

Selection: Left Mouse

WASD: Move

Q/E: Rotate camera

Space: Jump

Scroll Wheel: Zoom in/out

Escape: Open/Close debug menus

Right click on unit to toggle showing more details about them

Scenarios are exported as a json file to the app data folder. On Windows the app data folder will be similar to C:\Users[user_name]\AppData\Roaming\TacticsTemplateG\overrides\scenarios In the scenario editor, unit can be drag and dropped with the mouse.

Features

  • Displays maps
  • Displays unit animations
  • Dipslays vfx frames (not 3d models or movement)
  • FFTae allows exporting a grid sheet of all shp frames
  • FFTae allows exporting a gif of an animation ...

FFTae Limitations and Notes

  • Does not show items (MFItem related opcodes) ...

TacticsEngineG Limitations and Notes

  • vfx do not display 3d models
  • Indoor maps are practically unplayable because wall geometry intercepts mouse input
  • Sometimes units will have trouble reaching the tile they are trying to move to. The unit can be manually controlled with WASD and Spacebar to help it get there.
  • Initial loading of the ROM can take a little while (about 10+ seconds for me)
  • Loading expanded maps with lots of units can take a while (over a minute for 45 units per team + more time for pathfinding to run)
  • Units with lots of ranged actions (ex. Summoner) will take some time to decide what action to take
  • The following Reaction / Support / Movement abilities are not implemented: -- R: Counter Flood, Auto Potion, Distribute, Damage Split, MP Switch, Catch -- S: Gain JP Up, Gained EXP Up, Equip Change, Train, Secret Hunt, Two Hands, Two Swords, Monster Skill -- M: Fly, Teleport, Teleport2, Cant enter depth, Move Find Item, Swim, Walk on Water, Move Underwater, Float
  • Status Effects partially implemented: -- No AI changes or team changes (Berserk, Confused, Charm, Invite) -- Oil status caunts as Fire Weakness -- Reflect re-targeting not implemented -- Undead status changing healing to damage not implemented
  • Some jobs not fully implemented: -- Bard, Dancer, Calculator, Mime will not be generated, skillsets not implemented -- Skillsets not implemented: Chemist Item, Archer Charge, Lancer Jump, Ninja Throw

Future Improvements

  • Generally improve ability vfx by using more data from vfx files
  • UI for unit hp, mp, ct
  • Action list UI as a hot bar of icons with tooltip names and descriptions so it can better fit up to 35 actions without scrolling or menus
  • Action preview UI to show the hp bar with a overlay bar showing the hp that will be lost, and situationally show the mp and CT bars if they will be affected
  • UI to deploy units on maps
  • Alternate palettes for weapons and items in animations
  • Accurately handle transparency in unit animations
  • Allow exporting gif of full ability animation chain
  • Statuses
  • Victory conditions (defeat all enemies, defeat specific targets, special conditions, ...)
  • Turn order preview (aka action timeline) including when delayed actions execute and statuses wear off
  • Reaction/Support/Movement abilities
  • AI ...

Building From Source

This project is built with Godot 4.6.1 https://godotengine.org/

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