This week I keep working on the same research project.
In this state, I focus on designing a new RPG Battle routing.
The flow it's based on the "Active Time Battle (ATB) system".
This system is made by the famous video game "Final Fantasy".
Reference:
Active Time Battle (Concept) - Giant Bomb
Battle system | Final Fantasy Wiki | Fandom
Battle systems: Active Time Battle | ...rpg-o-mania...
I will try to build an AI battle system base on the ATB system and in this base develop my own AI action routing.
In my idea, I think in an "Immersive RPG", Players should be interacting with NPC characters, not manipulating them.
In another hand, the Player's Action is no time limit. The reaction time is how long it takes for the player to simulate the use of the skill.
In the process of developing the prototype concept, I became more confident in the research that I would be doing.
Although I would like to release the current progress, but I think it is better to wait until the framework is complete.
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