Original Post
I'm making a flash final fantasy-esque RPG, and I'm having trouble figuring out how a character's speed attribute should affect his/her turn order in battle.
The first final fantasy gives the first turn to the character with the highest speed, the second turn to the character with the second highest speed, all the way to the slowest and therefore last person. Then it just resets and goes through the list again. That's simple enough to handle, but not what I want to happen.
Every other game after used the ATB system, but this is my first game and developing a smooth and working ATB system seems like something that's way too difficult for my first go around.
I want turn ordered combat, but I want a character's speed to mean more in the long run. I want it to be possible for fast entities to "lap" slower entities over a long enough amount of time. I guess the best example I could give would be final fantasy tactics.
I have an algorithm that currently does not work, but it's fairly elaborate so I won't post it here unless anyone needs it to help me see what I did wrong/try to fix it. Thanks
The first final fantasy gives the first turn to the character with the highest speed, the second turn to the character with the second highest speed, all the way to the slowest and therefore last person. Then it just resets and goes through the list again. That's simple enough to handle, but not what I want to happen.
Every other game after used the ATB system, but this is my first game and developing a smooth and working ATB system seems like something that's way too difficult for my first go around.
I want turn ordered combat, but I want a character's speed to mean more in the long run. I want it to be possible for fast entities to "lap" slower entities over a long enough amount of time. I guess the best example I could give would be final fantasy tactics.
I have an algorithm that currently does not work, but it's fairly elaborate so I won't post it here unless anyone needs it to help me see what I did wrong/try to fix it. Thanks