Final Fantasy 12 battle system

Hello, I have a newb question, does anyone could get advice or would know how to recreate the battle system in Final Fantasy 12?

Hey @Strangeghoul17! Welcome to the forums!

This is quite a question. It would take several, very long documents to explain it all, and take more time to write that than it would be to make it… But we can at least give you some guidance!

If you know your way around UE at least a little bit, prioritize learning how to use the behavior trees and AI- because the battle system was utilizing gambits and automatic execution of things this would be the biggest piece of the puzzle. Start with only one character and try to get them to work independently of the player when the player isn’t doing anything, first! :slight_smile:

Alright understand. I will say if for my idea is kind of weird, I want to take ADB and gambit style system and combine with a sandbox kenshi style game. Would using an MMO style combat as base and build off it would a possible idea of FF 12 combat style where the choosing the task and animation of the character playing doing the task or would be best to build from scratch?

Also only reason I mention MMO combat is I seen a few blueprint on Unreal’s marketplace.

I personally believe it would be better to build it from scratch, as in an MMO you only control one character (99% of the time, there are some exceptions ofc) and so it’s going to be geared that way. If you’re going KENSHI style, on the other hand… That’s not going to be as fluid, as you don’t really control the characters. They are AI and you can give them commands, but your controller is in the sky, not within the character. This is a system where you are going to have to learn other ways of control, take the pieces you want, and then add those to your own style. :slight_smile: SO, I suggest doing some tutorials for the pieces you want, such as click-to-move, RTS stylings, as well as the AI stuff. MMO is too hands-on for what I’m hearing.

Alright, yeah my idea is kind of weird where you will make your character and it will be skill base like Kenshi and mostly control your character and Ai companions. Unless you need them to do something mainly. Mostly in a third person view close to FF12 or Dragon age lol. Also do you have any good tutorials you can recommend?

Be sure to check the patents of Final Fantasy if you plan to make a commercial game. Square has patented a lot of Final Fantasy systems, including the battle systems.

That’s a very good point, don’t need any trouble Square.

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@Strangeghoul17 I wouldn’t worry too much about it. Unless you rip it off wholesale and exactly, it’s not protected. Also you’re looking at FF12 which was as far from ATB as the series ever has been (Excluding FFXI and FFXIV which use RTB).

I think you should continue down this path, and once you get near the end, figure out how you plan to make it NOT FFXII. :slight_smile: Plus, nobody likes things to be TOO exact. Sonic was intended to just be faster Mario but as we saw it was different enough to still be very distinct even though they both focused around moving right and jumping. :slight_smile:

In other words, don’t wholesale copy it but put your own unique spin on it. It’s very very hard to argue that a mechanic is the exact same- Mario Jump =/= Sonic Jump. Don’t use progress bars based on a speed stat and you’re fine. AI combatants has been done many times, Square Enix is not going after LoFi games for Kenshi, after all.

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Good point, so far the idea is the FF12 combat mechanic maybe mix it with the Clive Barker’s Jericho character swap mechanic if the main character is down and has a party, if just alone then character will die and build with a Kenshi style sandbox or if I did a horror style game then go with an Fear & Hunger style smaller world. That would possible be a hub world or semi open world.

I seen such system plugin on FAB, search there.

Oh really? Awesome and thank you. Does it have a tag for search or just look up rpg systems?