For the fighting system, use a pop-up and some of those extra-popup-thingies that you get with the season ticket (if you don’t have it yourself, use the wix to get someone else on there).
Have the popup be the “spellbook/movebook” that appears when you click on a button game overlay. Have the game overlay appear when you’re teleported to the battle area.
The battle area can be like the image I gave ya earlier, and you’re tp’d there every time you enter a battle. The display sentry/barrier art can change with each monster you battle.
For the spells themselves, use animation to make “blasts” and “fireballs” and stuff. You can show a claw mark for a second or two for a “slash” kinda move (think old Pokemon video games).
The enemy and player’s health bar will have to be pseudo, since using a damager would respawn them eventually. If that happened, after-battle dialogue and a “your character d1ed, you have to restart the entire game” wouldn’t be able to happen correctly.
Sorry if this is hecka hard to understand, I’m a little tired lol
aight sure
you mean the p@dlet?
I might not be able to j0in but I’ll see what I can do
I think personally if you wanted to make gnolls your best bet would be using chompz or carver costume and then using props to build out the rest of it.
It would also be pretty cool if each area of the game had a unique battle area (ex, volcano has a fire arena, forest has a grassy arena).
And building onto what Bakedpotato said you would probably need a psuedo health system because enemies would use attacks that could do varying amounts of damage that the gadgets in GKC can’t recreate.
To make the game a little difficult for the players you can also make different areas or biome’s and in each area there Is a different type of dragon with there own set of challenges .
I am soo late to this one, The D20
there are plenty of guides to RNG games and how to generate a random number, just find one of those, create barrier art of a d20 and whenever someone rolls something lets say a 5 then it shows the d20 with a 5. And that is the entire RNG prospect of the game, also you need some basic options that the players can click like a game overlay thingy or a banner call to action button, it isn’t that hard just have the banner show up at every encounter. Spells
Spells are actually the most annoying thing to code, because of gimkits stiffness about knowing where the player is and where they are facing but gadgets might do that for you.
this is a good idea because of the simplicity and the ability to translate a “TURN BASED ROLE-PLAYING GAME” (sorry I sound so upset this seems to me like a topic that Gimkiters are just posting ideas without any explanation) into Gimkit. Adding on to what I said before with the TURN BASED part this is simple, just reduce the player speed to 0 have the sentries covered by barriers and have an invisible destructive prop that the player must break, then when they roll a number higher then the AC then the barrier/s in front of the player deactivate allowing the player to damage the invisible barrier(s) and defeat the enemy. game mechanics… yeah… there goes all my ideas in a rant
this is a great idea!
sorry about this, but some critisisms:
Yes! this is exactly what I was thinking, because they don’t only roll the dice for battles. Use a game overlay that opens a pop-up with all the dice types:
Also, this is my d20 rolling for anybody who hasn’t seen it:
I have said multiple times that you should use properties for monster health, because the sentries can attack using gadgets, and you can’t use a damager on sentries for the spells, plus players wont have gadgets.
Another thing about properties is that, while you can only have 128 of them, you can make a health bar with a couple blocks!
Another thing (again), if you don’t use sentries, you can have more customization opportunities with text-and-barrier-art
yeah, it adds so much more customization!
make just game overlays. Gadgets, they can fire whenever they want even if they’re frozen and they will be frozen when they’re in battle, right?