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Astral Projection system finished! (~image heavy)

  • Adon237
  • 06/30/2015 10:17 PM
  • 1548 views
Hiddn here is the content from the last blog post to look at for your reference:

I've been working on the Astral Projection system over the last few days. It's a lot more complex to implement than I initally thought it would be, so I've also been working on some other things on the side to keep myself motivated to implement it completely.

The Astral Projection system explained:

As the player characters fight in battle, they use skills. Magic skills and status skills are tagged with colored orbs that have meaning depending on what skill they're tagged to.

RED orbs are associated with damaging magic skills. Your typical Fire or Ice spell is tagged with red orbs.
GREEN orbs are associated with healing skills. Cure and the like are given green orbs.
PURPLE orbs are for status effeccts on targets of the opposite party. Poison and the like have this orb.
BLUE orbs are for buffs, aka statuses on the party. Protect and spells like that have this orb.
YELLOW orbs are for special skills that do not fit into any of the above categories.


The purpose of acquiring these orbs upon use of a skill that has them is the Projection skill it activates when you get 5 of them. Projection can be used only once per battle.

When the Projection skill is used by any actor, a window appears where they have 5 button presses to make, each with their own effect depending on the orbs you've acquired. If you acquired 4 red orbs and 1 blue orb, you will be able to use the corresponding red button 4 times and the blue button only one, while not being able to press the others at all.

**none of these skills count as magical or physical, they just do damage directly**
BUTTON "Q":
"BLAST" does non-elemental damage to a random target.
BUTTON "W":
"WARMTH" does weak healing to the entire party.
BUTTON "A":
"ABHOR" stuns a random foe. (stunning is no action this turn)
BUTTON "S":
"DEFY" adds to a random ally the Defiant status for five turns, preventing core stat reduction.
BUTTON "D":
"PULSE" does non-elemental damage to all foes.

Above are the effects that occur when each button is pressed. However, an additional effect can occur if you execute a combo, aka pressing buttons in the right order and having enough of the required orbs to execute the skill. Each character has their own triad of "Projections" that can occur if you press the right buttons.

ALDER:
Q W S: Invigorate - Adds Regen to the entire ally party.
A A A D: Cleansweep - Does moderate non-elem damage to all foes and 50% Confusion chance.
W W S W: Mighty Guard - Adds Protect and Shell to the ally party.

CATALPA:
Q Q D Q D: Meltdown - Slightly more than moderate non-elemental damage on one target, inflicting Meltdown.
A A D: Blitz - Mild non-elemental damage to all foes, with a 50% chance of stunning each.
W S Q: Valor - Buffs all allies with the Bravery status.

CYPRESS:
Q W A S D: Double - Adds the rare Double status, making the user attack an additional time for 5 turns.
W Q A W: Health Blast - Restores 50% of the all allies Max HP, but stuns them.
Q S Q D: Degenerate - Halves the level of all foes.

HAZEL:
Q Q A: Buster - Does powerful non-elemental damage to a single foe and Dejoints them.
W W S S A: Malicious Mambo - Adds Demonic to all allies, increasing offensive stats while decreasing defense stats.
S Q W: Marksman - Adds Bullseye to the party, increasing their Hit Rate by 100%.

WILLOW:
W Q W: Calm Mind - Adds Mgen to the entire ally party.
D D D: REM Pulse - Sleeps the entire enemy party.
A W Q Q: Emanation - Changes the Field State to Strange Aura, disabling all skillsets but Weapon for everyone.

LARCH:
S W S: Reassure - Adds the Faith status to all allies.
Q A Q S S: Mana Logic - Halves the MP of all foes.
S W D A A: Neutralize - Prevents everyone from being affected with most any status. (Neutralizes)


This is very conceptual and still being implemented, and I am definitely open to suggestions and as many questions as you can ask me! I promise I'll have some graphical demonstrations up for you to see at a later date coming soon!


Hello everyone! I have finally finished the Astral Projection component of my battle system!! With much excitement I have some images with quick explanations of what is going on in each, all showcasing the system and how it works.

NOTE: The skills, stats, skill costs, enemy sprites, face sprites, and etc. are not definitely final. This is for demonstration purposes.

The Start of Battle

This is the start of the battle. You can see on the top right corner five black circles. These are the blank spaces that the Astra Orbs will appear in as you gain them. The Elemastra skillset contains elemental skills depending on which class you have. Every class has access to this, and typically Red orbs can be found on the skills in here.

Acquiring Astra Orbs

In Alder's sample Elemastra skillset, there are two skills. Ember and Orgo. Ember has two icons to the left of it. The first one is the icon that represents that skill. The second one is the type of orb that is attached to it. Ember has a red orb, meaning that it will do magical damage. The next skill, Orgo, has three icons to the left of it. The first icon represents that skill. The next one is a red orb, meaning that it is going to damage the foe. The third icon, the purple orb, indicates that the skill is likely to inflict a status on a foe. Since Orgo has two orbs attached to it, you will gain two Astra Orbs after using it.


In Hazel's sample skillset, there are three skills. Heal has a green orb because it will restore the HP/MP/Life of an ally. Protect has a blue orb because it will add a status on an ally. Erase has a yellow orb because it is a "special skill" that removes positive statuses from an opponent rather than adding a negative status. Upon using Protect, you will gain a Blue orb.


After your first turn, you have gained three Astra Orbs from using Orgo and Protect. Hazel having the higher AGI acted first, and so her Blue orb got added in first. The order of the orbs does not matter so much as how many of each orb you have by the time you've gotten 5. (The enemy is green and has green bubbles appearing because of the Poison state animation.)


Here Alder is selecting the Ember skill to use on the enemy. This will give you one more Red Orb. Red Orbs are the most commonly obtained, and consequently are part of the most Astral Projection combo skills.


Selecting Erase will give you a yellow orb. Yellow orbs are the rarest to find, and thus are part of more lucrative Astral Projection combo skills.

Using Astral Projection

Upon getting all 5 Orbs, the "Astral Projection" command will appear at the top of every character's skill selection menu. For the example, I will let Hazel use the Projection. Note that gaining any more Astra Orbs before using the Projection at this point will not change anything.


In the Astral Projection skillset there is a list of skills that you will be able to use in the Astral Projection scene. The first five skills are the same for each character, but the next three are different. Hazel possesses Buster, Malicious Mambo, and Marksman. Highlighted here is Blast, which does minor non-elemental damage to a random target. It is important to note that this damage is neither physical nor magical so it can't be negated or reflected. It caps at 9999 like most other skills and attacks.


Highlighted here is the Buster astral projection. Astral Projections result from pressing the buttons associated with each orb in the right order. The Buster astral projection combo is Q+Q+A, meaning you must have at least two red orbs and one purple orb.


The Projection skill, which triggers the scene that you execute an astral projection in, is at the bottom of the Astral Projection skillset menu. Nothing happens upon selection; the skill will be the first one to be executed during the action phase.


There is only so much time to input for the Projection skill. In the Astral Projection window there are listed five buttons that correspond with each orb. Upon pressing each button, the skill associated with it triggers. "W: Warmth" is greyed out because you do not have any Green orbs and therefore cannot use it to create a combo or trigger the Warmth skill.

It is important to know that if you use an orb more times than you have it, the skill will not be triggered and the combo will break, canceling the skill just as if you didn't have the orb in the first place.


Currently, a Blast is targeting our enemy from the first time we pressed the Q button. This player has pressed Q+Q+A, two red orbs and a purple orb triggering not only two Blasts and one Abhor at the foes, b]Astral Projection will occur; Buster. (from Hazel) Astral Projections have a variety of effects which can be viewed in their designated skillsets, but are typically much more useful than the effects of pressing the orb buttons. Input is stopped once you trigger an Astral Projection, discarding the other two orbs you did not use.


After you use Astral Projection once in a battle, you will not be able to use it again for the rest of the battle. The orb slots will disappear to indicate that.

This is basically it! I hope you all like this concept, and I'm definitely open to comments/questions/concerns.

Posts

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Hmmm I thought they would be used more than once in battle, seeing that it is kind of easy to get orbs. Also because it is an important mechanic. But I suppose it is like that because of balance.
Adon237
if i had an allowance, i would give it to rmn
1743
author=orochii
Hmmm I thought they would be used more than once in battle, seeing that it is kind of easy to get orbs. Also because it is an important mechanic. But I suppose it is like that because of balance.


This part is still up for changing a lot. I'm not sure whether or not I should increase the amount of orbs you need to get, or allow you to use it multiple times but power down the skills to compensate, or what.
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