Listen to the guy above. He's speaking the truth.
I know from experience that creating a "fairly generic, dealing with (up to) 4 Allies + the Player Character versus (up to) 7 baddies " is actually much harder than what you (probably) imagine. It didn't have all the features the post above describes , had no proper enemy AI and still took me 150h to make a barely functional version.
I had no experience so you can probably cut that by 1/3, but that's still a 100 hours time investment for the very basics of a battle system.
I know that you want to focus on the story aspect of your game, but this is not the hard programming part. Displaying text is (mostly) easy. Making the player go from one place to another when he presses a button is easy.
A proper system for enemy AI, one that's not too scripted or random and modifiable? That's a nightmare.
In battle events that are story influenced? This is critical information and really needs to be planned for.
Glad to hear you have some programmers willing to try making this with you. I'll be keeping an eye on how this goes then.
I know from experience that creating a "fairly generic, dealing with (up to) 4 Allies + the Player Character versus (up to) 7 baddies " is actually much harder than what you (probably) imagine. It didn't have all the features the post above describes , had no proper enemy AI and still took me 150h to make a barely functional version.
I had no experience so you can probably cut that by 1/3, but that's still a 100 hours time investment for the very basics of a battle system.
I know that you want to focus on the story aspect of your game, but this is not the hard programming part. Displaying text is (mostly) easy. Making the player go from one place to another when he presses a button is easy.
A proper system for enemy AI, one that's not too scripted or random and modifiable? That's a nightmare.
In battle events that are story influenced? This is critical information and really needs to be planned for.
Glad to hear you have some programmers willing to try making this with you. I'll be keeping an eye on how this goes then.