[Unity] This isn't a turn-based tactics game development course (though that's actually correct too). This is a course on creating original, easy, and cool game architecture. Currently proving scalability, reusability, etc. while adding content features.
How to Implement a Turn-Based Tactics Game Part 1, 2 -> Basic features, basic combat loop (framework) As it turns out, the assets I can utilize have increased and the content I want to update has grown, so you can think of this as creating a quick prototype. With the content from these two parts, you'll also be able to infer roughly how I plan to implement the updated/upcoming content. ---------------------------------------------------------- Updates -> Advanced development and enrichment based on what was created in parts 1 and 2 cf -> Content beneficial for developing games in this genre + extras
After responsive strategy (Design calc. done) Priority updates: Suggestion/Vote
I think the pre-work and verification for the part that I was most nervous about and worried about is complete. After that, I think I can upload it while making it a little more comfortable. Are there any topics on the list that you would like to suggest that are not on the list or that you would like to update comfortably later or in the middle?
Since there seem to be some people interested in battle maps made of isometric tiles, I'm also considering making something that implements simple movement tests (including moving between floors, jumping/jumping down).




