Now here comes the part you've probably been waiting for. If you have followed most of the previous steps in the planning phase, than this part will probably be a lot easier to you. It is possible to start building your game system without any planning first, but I strongly reccomend knowing what to do before doing it.
Creating your fundamental variables
If you've planned ahead, then you probably know what kind of variables your system will require. Create the most basic variables that make your battle-system as easy to program as possible. Remember to use short, but very clear names so that their purpose isn't unclear. A good idea is to have a notepad or a notebook where you write down all of your variable names, possible values that can be stored in them, and a description of the variables properties and purposes. This is so that later on, when you've got about 20-50 different variables in your game, you can easily remember which one did what. Trust me, as time goes on it will be harder and harder to memorize all of your variables and what they do. Suddently if you need to change something in your battle system, it's nice to have notes on what the different variables were.
Implement the statistics you want to have in the game. The Game Creator makes this a very simple task.
Start creating your interface
If you've decided to use some custom graphics in your interface, then have them ready before you start building your interface. I assume that you have already gone through the planning of your interface, and know how you want it to look and act. Personally I prefer to create one field for a playable character first, then test to see how it works. Later on when it's working flawlessy, then copy it to create a field for playable character number 2 and 3 ect... I do the same for the enemy fields. Keep your event-chart close as you're building your interface. A good idea can also be to create a script-chart for each event in the event-chart before starting, that will help you keep your interface-project tidy and organized.
After you're finished creating your interface, you're pretty close to completion of your battle system. Now you need to find a way to get the dynamics of the battle implemented to the interface. There are so many different type of battle systems out there, so I will leave this step to your imagination and your skills as a developer.
Finally, this is what will be giving the player a feeling of actually being in battle, instead of just navigating around in an interface. If you did like I told you earlier, and found a way to implement features along the way as you create the game, then this part will be fairly easy and sepperated from the interface itself. A good way of adding the animated content into the battle system, is to have the interface activate an item trigger in the chosen attack, let's say you save the attack as a magic item, then script the events of that chosen attack inside the magic item itself. Keep in mind that the whole interface should be disabled during this part of the game to most easily avoid glitches in your game. But that completely depens on how you wish your system to work.
When the animated action is over, the interface should be enabled again and the whole process goes back to the beginning (see my event chart example). A good idea at this point is to have a comparison branch check if all characters of one side (player or enemy) is dead. Have a game-over event or a victory event ready if any of those conditions are true.
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