KnightsHackSubmission
What inspired me was a mobile RPG game called Epic 7 with their combat readiness system that allowed for turn manipulation against the enemy and yourself in order to try and turn it in your favor. I tried to emulate this system in C since that was the programming language I was most familiar with. While it was a pain in the neck to work around certain limitations mainly being myself, I was able to get a result that I mostly hoped for.
Important things to note
CR = Combat Readiness In the while loop everyone has a CRgain variable that fills up the CR variable with each iteration. Once one of them reaches 100, the person who reaches CR 100 gets a turn. The nature of this allows for multiple turns from the same person in a row and adds strategy (ish) to deciding what to do next once you have made your move.
Debuffs: Unfortunately I only added two debuffs, ATK Down (attack down) and Fear.
- ATK Down decreases the attack stat of the afflicted (the player) and reduces their overall damage.
- Fear prevents the opponent from acting. Because of this you can stall certain enemies in order to make sure they don't use their attack.
- The limit to this is that this only applies to standard attack which is single target so you can only stall the one you're attacking.
- Speaking of which. All entities have 3 skills each with varying effects. For the player, they have a single target normal attack
- A heal skill and an ultimate that is avaliable from the start. If you use the other two skills that is not a normal attack they will enter cooldown
- As seen on dispaly. If you attempt to use a skill under cooldown, you'll be redirected to the single target attack.
- Unfortunately this is extremely shallow as I wanted to do more for it, but was time crunched.
- Nevertheless I am proud of what i have made.
- The challenges i faced were mainly trying to get everything working. I would sometimes have the CR gauge fill up ridiculously fast to the point that it practically made one enemy pounce on the target relentlessly until they died preventing them from getting a turn.
- Then there was the way debuffs were handled. I wish i made more debuffs to be used and I especially wish i added more characters, but i can only do so much by myself.
- I have definitely learned that doing it on your own isn't easy so hopefully i can do it with teammates next time.
- The debuff system is probably what I am most proud of because of how i got it to be displayed as well as the ability to apply it via 2D arrays with their own system of indices to represent certain properties like ID of the debuff or duration of it.

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