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Like The Gamer Brewery said, I would love to see the ability to have summons that you can add (and maybe even place if possible) to the grid. The grid system would definitely be a lot fun to use with actor summons (not to mention that would add more flexibility and fun in creating a battle system!) especially since to my knowledge in-battle summons doesn't seem to be an actual feature in RPGMaker's normal battle system.

Also do like the idea of having the "back" actor being unable to be targeted until the actor in "front" is cleared first. I know you already mentioned something along the lines of this up above but it would be cool to have it so that if the two columns are like this:

Front-Back
G1 G2
G3 G4
G5 G6
G7 G8

Then if an actor is put in row G1 the actor in G2 can't be targeted until the G1 actor is killed. But if G3 has no actor then the enemy can straight away attack G4's actor. So, basically, if there is no other actor in the "front" column of the grid then the "back" column that is horizontally aligned with that column is targetable. If there's an actor in the "front" column, however, than the the "back" column is targetable. 

I'll put together a battle summons plugin at some point. There will be three types of summons
1. actors - that you can control
2. enemies - that you must defeat
3. NPC battlers - basically anything else that might interact with battlers. Maybe some boulder in the middle of the road, or a tower that does AOE fire attack around it every turn so you should try to avoid it.

For the targeting rules, I'm planning to go with maybe a line-of-sight implementation, and then you could say

1. someone covers an entire column, which means you have to clear everything in one column first before you can make your way towards other columns. Maybe a tank that blocks all 4 rows.

2. they only cover their row, so maybe two have two tanks that each block 2 rows, and if you defeat one tank, you could then target the ones that are now exposed.

It will use the same concept as AOE region painting, and probably use the same shapes so you could basically re-use those AOE shapes for other purposes.