
Final Fantasy Tactics Like Battle (Isometric Game Template)

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2D Game Asset Details
Vendor: | stonelion7 |
Published: | Apr 30, 2024 |
Download Size: | 497.4 MB |
Sprite: | Yes |
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Views: | 360 |
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Final Fantasy Tactics Like Battle (Isometric Game Template)
Observation:
This asset is not recommended for beginners. Its important to have good C# knowledge to create an entire solid game using this template.
This template include:
Tilemap/Grid System
Move System
State Machines
"Dynamic" UI
Pathfinding
Addressables
Skill System
Job System
Level Up / Job Change
Items and Equipments
AI Strategies
Push Skill Prototype
Mobile Adaptation
My Discord => Dr.Carvalho#2557
Technical details
Grid
- I made a simple tutorial with images teaching you how to create your own isometric tile maps using the Unity Palettes system. Its possible also to create 3 different floors, but you must take to care because more floors could be more complex to deal with. In the tutorial I am also explained some possible ways to deal with some floors and obstacles that can cross in front or behind the unit characters in an unwanted way and how you can create insurmountable obstacles.
Move System
- A logic board was created based on the grid that allows, among other things, the placement and movement of our character units.
- A "jump" and move system from tile to another using linear interpolators like the "tweeners" tools and also respecting the obstacles, the Z as Y approach and the height/sorting of the floors.
Addressables
- To set the adressables groups is pretty easy now. You just need to create all the labels you will use for the jobs/animations/directions and select all the sprites that you will associate with this (or these) label(s) (more details/images in tutorial)
- You just need to remember that in this system you need organize / rename the sprites in the right order sequence like I did with my sprites using Mulligan Renamer free asset.
Job system
- You can create new Jobs very fast and easy (if you have the sprites already done ^^).
- There are 5 jobs examples: FireMage, Templar, Paladin, Demon and Angel.
- The Units also have an Experience/Level Up/Job Change systems to evolve and became a new Job.
Skill System
-Create new skills is also very easy but to make more complex skills (out of the system) can be hard if you don't have solid C# base. For example, I am started with one friend a push skill prototype, which you can test in a simple scene I saved.
In this system you can select:
skill range
different kinds of area damage like, single target, expanding specific area, line skill area and cone range skill area
Who will be affected by the skill (ally or enemy)
primary and secondary effects like: heal + positive status, or damage + negative status
VFX for target with delay
VFX for hit (if the attack is not missed or blocked) with delay too
SFX also with delay for skills that need more time to finish the VFX
And some more stuffs like skill cost, damage modifiers, elemental modifiers, more chance to hit, set specific animation for that skill and skill icon.
Some examples of skills I created are:
Buff skills like: AngelAura (+1 move and regen effect), SelfMultilation (takes a small amount of damage to himself and receive buff in physical attacks), FireBuff (Burn + AttackUp), Restore (Heal + Regen), Bless (Move +1 + Bless effect(buff in some stats)).
Damage Skills like: Hawk Eye (meele damage impossible to block), Divine Punishment and FireBreath (cone skills area damage), HolyHammer (Line skill area damage), FireBall and Stasis Sword (ranged skills with specific area damage), FireSiege and CrushPunch (Single area damage / range), NormalSwordAttack, Bite, NormalSpearAttack, Perfuration (melee attack with negative infliction stats (Bleed)) , PoisonBomb and more.
Removing negative stats skills: Esuna and EsunaPotion (potions prefabs can use skills to work in a similar way but they are comsumable)
Status changes examples I made are: AttackUP (Bonus to physical and Magical attack), MoveChange (Add or subtract move), BlessEffect (changes in many character job stats), ReinforceDefense, but you can create your own specific status too. And also you can create elemental modifiers like fire, thunder, ice or weapon modifiers and Job modifiers like a sword that has additional damage against mages or armor more resistent against fire based skills.
AI behaviors
- Its very easy to create new AI behaviors accordingly to the Jobs, behavior for a group of similar Jobs or even if you need to make some new skill test and want a behavior to just spam that skill all the time.
- You can create a line history choosing:
a specific skill in this order
a randomically skill from a list of 2-5 skills (or more if you edit the scripts related)
randomic ally skill target
and randomically enemy skill target
Dependencies
Addressables - Unity Registry
TextMesh Pro
Fantasy Sfx
Cartoon FX Remaster Free
Magic Effects FREE
Procedural fire
LeanTween
GUI Parts
Basic RPG Icons
RPG Essentials Sound Effects - FREE!
Not direct dependencies but used to create and rename the sprites used in this asset from 3D models that I created:
Mulligan Renamer
SS2d: Sprites Generator & High Performance RTS System
This asset is not recommended for beginners. Its important to have good C# knowledge to create an entire solid game using this template.
This template include:
Tilemap/Grid System
Move System
State Machines
"Dynamic" UI
Pathfinding
Addressables
Skill System
Job System
Level Up / Job Change
Items and Equipments
AI Strategies
Push Skill Prototype
Mobile Adaptation
My Discord => Dr.Carvalho#2557
Technical details
Grid
- I made a simple tutorial with images teaching you how to create your own isometric tile maps using the Unity Palettes system. Its possible also to create 3 different floors, but you must take to care because more floors could be more complex to deal with. In the tutorial I am also explained some possible ways to deal with some floors and obstacles that can cross in front or behind the unit characters in an unwanted way and how you can create insurmountable obstacles.
Move System
- A logic board was created based on the grid that allows, among other things, the placement and movement of our character units.
- A "jump" and move system from tile to another using linear interpolators like the "tweeners" tools and also respecting the obstacles, the Z as Y approach and the height/sorting of the floors.
Addressables
- To set the adressables groups is pretty easy now. You just need to create all the labels you will use for the jobs/animations/directions and select all the sprites that you will associate with this (or these) label(s) (more details/images in tutorial)
- You just need to remember that in this system you need organize / rename the sprites in the right order sequence like I did with my sprites using Mulligan Renamer free asset.
Job system
- You can create new Jobs very fast and easy (if you have the sprites already done ^^).
- There are 5 jobs examples: FireMage, Templar, Paladin, Demon and Angel.
- The Units also have an Experience/Level Up/Job Change systems to evolve and became a new Job.
Skill System
-Create new skills is also very easy but to make more complex skills (out of the system) can be hard if you don't have solid C# base. For example, I am started with one friend a push skill prototype, which you can test in a simple scene I saved.
In this system you can select:
skill range
different kinds of area damage like, single target, expanding specific area, line skill area and cone range skill area
Who will be affected by the skill (ally or enemy)
primary and secondary effects like: heal + positive status, or damage + negative status
VFX for target with delay
VFX for hit (if the attack is not missed or blocked) with delay too
SFX also with delay for skills that need more time to finish the VFX
And some more stuffs like skill cost, damage modifiers, elemental modifiers, more chance to hit, set specific animation for that skill and skill icon.
Some examples of skills I created are:
Buff skills like: AngelAura (+1 move and regen effect), SelfMultilation (takes a small amount of damage to himself and receive buff in physical attacks), FireBuff (Burn + AttackUp), Restore (Heal + Regen), Bless (Move +1 + Bless effect(buff in some stats)).
Damage Skills like: Hawk Eye (meele damage impossible to block), Divine Punishment and FireBreath (cone skills area damage), HolyHammer (Line skill area damage), FireBall and Stasis Sword (ranged skills with specific area damage), FireSiege and CrushPunch (Single area damage / range), NormalSwordAttack, Bite, NormalSpearAttack, Perfuration (melee attack with negative infliction stats (Bleed)) , PoisonBomb and more.
Removing negative stats skills: Esuna and EsunaPotion (potions prefabs can use skills to work in a similar way but they are comsumable)
Status changes examples I made are: AttackUP (Bonus to physical and Magical attack), MoveChange (Add or subtract move), BlessEffect (changes in many character job stats), ReinforceDefense, but you can create your own specific status too. And also you can create elemental modifiers like fire, thunder, ice or weapon modifiers and Job modifiers like a sword that has additional damage against mages or armor more resistent against fire based skills.
AI behaviors
- Its very easy to create new AI behaviors accordingly to the Jobs, behavior for a group of similar Jobs or even if you need to make some new skill test and want a behavior to just spam that skill all the time.
- You can create a line history choosing:
a specific skill in this order
a randomically skill from a list of 2-5 skills (or more if you edit the scripts related)
randomic ally skill target
and randomically enemy skill target
Dependencies
Addressables - Unity Registry
TextMesh Pro
Fantasy Sfx
Cartoon FX Remaster Free
Magic Effects FREE
Procedural fire
LeanTween
GUI Parts
Basic RPG Icons
RPG Essentials Sound Effects - FREE!
Not direct dependencies but used to create and rename the sprites used in this asset from 3D models that I created:
Mulligan Renamer
SS2d: Sprites Generator & High Performance RTS System
Categories