Animation state's will be used for basic animation cycling, But for stuff like skill's. I thought about using the database approach! (This may not need to be enforced, But commenting on this can help me redact the: AnimationID, Meaning all animations will have to find their own name, And identifer in the animation state itself. [Could be easier])
These are using retargted animations, Just to show that they are possible with a 3d battle system like this.
The development of the battle system itself is being approached like the popular engine, RPG Maker!
With modular script's to allow inheritance to battler's and reused data/ai/functionality with all players in battle.
Though, With that being said! This project shouldn't be overcomplicated for a 2d implementation, It just won't be done by this same project, As the focus here has been commited to making a useable battle system for game's akin to Persona, Final Fantasy, And Pokémon.
This battle system was gonna be used in my own projects, But as a collabrative effort, It will be open sourced, And maintained by the owner of this github repo. (The Game In Question Is Still In Development) [- Cute Fame 3D (Working Title)]
- Dependencies (Included With The Project.)
-- ResourceTables (Pre-Setup)
Godot 4.3 (Stable)+