> Perhaps as more of us look into it, we could pool our findings to create some uniform code that others could have to form a good foundation for such a game. With the ability to change the code as they see fit, it would provide a nice starting point.
This would be cool, because there doesn't seem to be any good tutorials or guides on turn based combat, or melee combat for this (or none which I've found).
Agreed. I think there are some key elements to such a game that will have to be done by any interested party(ies) that include (but may not be limited to):
Character Progression System (aka leveling up, learning new abilities as you level up, etc)
Random Battle System (relatively easy to figure out, delve into systems with random encounters, but then also spawn specific enemies based on the layout (or specific area of the layout) you are in.
Menu System (Not only the opening welcome screen, but when in game and you want to see your characters, equip different items, use items in inventory, use abilities when not in combat, etc.
Battle System (most likely a twist on the above menu system) (battle menu system to use specific abilities in a turn based format against enemies. Include enemies AI as far as attacking your characters. Perhaps some specific method of attack for boss enemies that is a little harder, and also include specific cool abilities for more rare enemies.
Skill/Ability System (add skills both in the battle menus, but also spells/abilities that specific characters (or character classes) can learn as they progress.
Inventory System (a menu and activation system to be used both in and out of battles where you can use items in inventory, see their stats [and perhaps the effect of equipping for specific characters - aka new weapon does more damage than currently equipped, etc])
Lots of things that if developed with proper commenting, could greatly help anyone else who wants to develop a specific game.
I also know that if people plan on putting that much work into a game, it is natural to want to keep the code to themselves to reward their hard work.
On the other hand, I plan on learning as much as I can and will release the systems as I develop them (assuming I can figure out how to!) to anyone out there because I think it is an area of Construct that is severely lacking.
In any event I digress.
To help with your original question I have also come across this topic in my searches and families do appear to be a commonly referred to fix.
Basically you create a family called "monsters" for example, and in that family you can create instance variables with the specific information you would want to use in battle. Things like HP, resource (mana or energy for example), as well as attributes that can help determine how much damage they can dish out or take (like strength, stamina, etc.) could also be used if you want to calculate such things in a similar way that would apply to your characters.