Battle Screen

This demo pays homage to the original Final Fantasy (1987) — one of the first turn-based RPGs for the original Nintendo Entertainment System (1985).

To give this prototype a modern feel, I wanted to practice making touch-based commands, rather than using a cursor to navigate menus like most jRPG games. You select a character, you see their stats. Then you click a monster, and the game knows you want to that character to attack that monster.

Later on, if an actual game engine is built underneath the demo (allowing for actual gameplay) then I would look at implementing a battle initiative system similar to Evolution: World of Sacred Device and Final Fantasy Tactics, where doing a powerful move might require a longer recovery time.

Available Demos

  • Version 0.01 — a battle scene with clickable heroes and monsters... nothing happens yet

Credits & Acknowledgements

Background — using the forest from Ansimuz

Hero SpritesAlexDraws which feels a lot like Final Fantasy 5.

Monster SpritesLuiz Melo which doesn't have the exact sprite style I'm looking for, but still nice.

Battle Engine — my own creation.

Pro Tip

Build the game engine before touching Phaser. When you focus on the game engine, testing the state of the game by directly accessing data in the engine, you can start to understand how Phaser should interact with the game engine. Many tutorials will blend Phaser with game logic, which then make many of those tutorials a little more complex.

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