Summary
Getting the battle right based on the style of your game is very important as it is where the player will spend the majority of their time. Keep the player engaged and try to make each battle different in some way, as receptiveness is a tricky problem to solve and you don't want to bore the player.
Think about different attacks your player can perform that possibly strengthen as the player strengthens.
In this chapter, we covered the following:
Setting up the logic of our turn-based battle system
Working with state machines in the code
Different RPG UI overlays
Setting up the HUD of our game so that our player can do more than just run away
In the next chapter, we will continue the battle and set out to teach those adorably vicious dragons a lesson or two.