END 2D Grid Battle RPG

We’re done with our 2D Grid Battle RPG setup, now what?

The goal of this tutorial series was to show an example for setting up grid battle combat and how to handle 2D environments –  so that’s all it focused on. Naturally, that’s not enough for an actual game.

There’s no start menu, save game, in-game menu, quests, battle gains (and displaying collection), etc. set up in this tutorial series.

However, you can add all those things: Follow the 3D RPG Playground series to learn more about all these features, how they can be set up and used. Since both this tutorial series and the 3D RPG Playground series are based on the status system setup series you can use most of the playground tutorials without many changes.

You can also add new scenes with new battle grids and enemies to fight. Connect them to the Town scene via the battle selection NPC.

Other Tutorials #

Here are some things you can add from other tutorial series.

Menu Screens #

Follow the 3D RPG Playground’s menu screen setup.

While you won’t need the Group menu (since the battle group is selected at the start of a fight in this tutorial series), making use of the inventory, abilities and equipment can certainly give this little game a boost.

Bestiary #

Add the 3D RPG Playground’s bestiary setup to add a bestiary menu and the Study ability’s animation.

For the ability’s schematic, base it off the Use schematic from this tutorial series, adding the bestiary dialogue to it.

Shop #

Add a shop like in this 3D RPG Playground tutorial. to have your player spend the hard earned gold from battles.

Shops can also sell combatants, which you can use to let the princess recruit new combatants for her army.

Final Words #

This setup is just one example for handling 2D environments, phase battles and battle grids.

Depending on your project’s needs, you can also use different 2D setups, e.g. based on the combatant’s rotation instead of movement direction. There are also more battle grid features to explore, e.g. grid examine command or using grid masks instead of ranges for battle range templates. Whatever fits your game.