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– Turn-based Battle Engine –
What is ARES?
ARES is a turn-based battle engine designed with flexibility and ease of use in mind. Being well aware that each game is different and will have its own unique requirements, ARES provides a solid base for game developers to build upon
The main idea behind ARES is to create a flexible and generic battle engine that serves as a feature-rich, solid foundation. It has all the features you might expect, though specific implementations like mana or ability uses have been left out. The engine contains a ton of events that external scripts can listen to and use to extend ARES' functionality. The code base itself is also set up with extendability and modifications in mind, with important and likely used locations clearly documented. Every game will have different requirements, and that has been a guiding principle in ARES' design.
Will ARES be a good fit for my project?
One of the most common reservations when it comes to considering assets like this are the questions of "will this asset do what I need it to?" and "will this asset work well with my unique game type or architecture?". The answer, as expected, is unfortunately a bit hard to put on paper like this.
Probably the most obvious game types that come to mind are turn-based RPGs like those from the Final Fantasy or Pokémon series, and indeed ARES lends itself extremely well to these kinds of setups, and has been designed with games like these in mind.
However, even games that don't follow this formula can make great use of the engine by building systems on top of it, or running them on the side. A less obvious example might be Tactical RPGs like Fire Emblem, where ARES could either be extended to have a "move" and "attack" phase, or it could run alongside your movement code and only handle the battle logic.
Even real-time battle games might find some use in ARES, as the functionality handling abilities, items, afflictions and the like could just as easily be used in non-turn-based environments. Depending on your project, obtaining a solid base for all of these can save a lot of time and frustration, with things like effect chaining and relations between stages of ability already being taken care of (in the form of action chains; for more information see Actions and Action Chains).
Whatever your game is like, if it handles combat in some way – especially turn-based – ARES is likely to be a good fit for it.
If you have any lingering questions or aren't quite sure if ARES is for you however, feel free to send an e-mail to email@example.com and I will try my best to answer any questions you may have.
ARES offers everything you would expect from a typical battle engine. This includes:
- A solid foundation for turn-based battle games.
- A highly customizable battle loop that supports "start of round" and "start of turn" action selection modes.
- A complete workflow that handle correct timing of animations, audio, instantiations and effects processing.
- A powerful Action Chain system.
- Easy-to-create Items and Abilities.
- As well as Status Afflictions and Environment Variables.
- And Character stats.
- In-battle per-actor and per-group inventories (linear and stacked-item implementations available).
- Highly customizable through both internal code and events.
- A full 3D example scene.
- Comprehensive documentation in the form of a manual and in-code comments.
Links and contact
Asset Store listing: https://assetstore.unity.com/packages/templates/systems/ares-137363
Below is an introductory video tutorial that shows how to get started using ARES with a 2D battle scene.