ShackRPG: Battle System Almost Complete

Battle system didn’t take as long to implement as I had thought, which is great news.. because it means I may just end up getting everything done in time for the Dream Build Play competition!! This battle system is by far one of my most complex systems in the game, for the very reason that makes it fun in the first place. I’ve tweaked it a few times because it was slow and un-interesting, but after playing through a few battles with the new system I think I have things tweaked enough to make battles fun and exciting.

So on to bigger and better things I always say. There are a few systems I’d like to have complete before the Dream Build Play competition, but not 100% necessary, including but not limited to:

Content Readers / Writers: With the current system of XML data, all of the content is being read in via the System.XML namespace. On the PC this doesn’t really give a lot of problems, but on the XBox things are terribly slow when reading new content.

Save System: Right now the game isn’t long enough to support such a system, but its an RPG.. you’ll need to save eventually! I have not even started working on a system to save your progress.

New Assets: While I am just using the assets from the RPG Template right now, I would love to eventually build my own. Not a priority right now, as I’d love to get a tech demo out first.

Cutscene / Scripting system: Cut scenes are possible with the systems I have in place, but I’d love to implement a dynamic scripting system that lets the user really experience the story.

Polish!!: Naturally everything will have to be touched up, working good, bugs squashed, and looking pretty.

So while everything is going along at a fairly quick pace, it is time for me to start putting together something you all can enjoy. I hope to have a few trailers up in the next few weeks and some screenshots of some action, and a demos worth of story hammered out for the Dream Build Play competition.

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