An update after few days of experimentation with a SRPG implementation of my current project.
Due to using different
rip-off inspired ruleset, pretty much all the core engine coding and arrays have to be reworked to accommodate changes.
Thankfully, all of that is easy since most of the ruleset have already been implemented in a previous engine.
I have a change of heart about doing the project as a RPG since the RPG development is a bit too easy
and I am a bit masochistic, as evidenced by my constant peruse of the Codex.
So I am back to using the
4e DnD SRPG engine I developed for Project
Adventurer's Code.
While I will keep the "replace races with personalities" portion, for the classes, I probably only going to do the standard fighter, rogue, cleric and wizard due to the extreme robustness of each class ruleset and playstyle.
I probably also going to implement only a few of their class specializations.
To safeguard against being frustrated again by battlefield level design, I decided against replicating
Tactics Ogre level of polish and stick to my "ye it's a room with some haphazard furniture" tabletop style, except for boss battles.
I am going to implement movement first after this before reattaching the action and attack system back to the game engine.
Your serving of the usual 30 fps gif