Overview
While inspired by Pokémon, the internal systems for creatures and the gameplay mechanics are up to you to build using Game Creator and this module. You can make anything from a simplistic creature collector to a complex, grid-based strategy RPG, and anything in between. I've also included a lot of extra mechanics not included in Pokemon to spice things up a bit. Design to your hearts content!
The Creature Editor
The Creature Editor is an intuitive and user-friendly custom inspector and dockable window used for creating creatures, complete with labeled tabs for navigation, and even a search function.
New Components
This module comes with a multitude of new components to place on your game objects. Check them out here.
Scriptable Objects
A lot of what's included in the Creatures Module are Scriptable Object. For those that don't know what those are, they're assets that live in your Project window! Most of the major mechanics were built using SO's, from Creatures, to Abilities, to Moves and more. To access the creation menu, right click in your Project window, navigate to Create > Game Creator > Creatures.
Battle Systems
Battle Styles In Standard battle style, you get a basic RPG setup with battle spots, similar to something like Pokémon or other RPGs with simplistic battle targeting. In Grid battle style, the battles will open up into a side-based grid; one side for allies, and the other for enemies. You will be able to set which spot is designated for which. Moves now also use an Area Template for targeting, and both the Area Templates and Grids are highly customizable.
Turn Modes You can choose from either active turn or phase-based when it comes to turn order. In Active Turn mode, a creature will choose an action the moment it is their turn; this style usually comes with a visible "action queue" so you can see who will move when. In Phase-Based mode, all creatures start by picking an action, and that action is added to an internal action queue that is then organized by either (or both) a sorting stat such as Speed, and Move Priority.
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