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FLOWCHART BASED COMBAT SYSTEM

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Is it possible in Lite to create combat system working as a branched "dialogue"?

Something like this:

Picture: Two fighters stand n front each other. ENEMY is preparing to attack. ENEMY looks stronger than HERO.

Action: Punch / Kick / Jump back / Wait for the last moment and dodge (etc)

Player chooses: Jump back

Picture: ENEMY punches to the ground where the HERO was standing and looks up at him. (HERO +1 battle point)

Action: Punch FACE / Kick HAND / Wait (etc)

Player chooses: Kick HAND

Picture: HERO kicks ENEMY's hand and pushes him back. He seems in little pain and is trying to grab HERO's leg. (HERO +1 BP)

Action: Keep kicking / Jump back / Duck

Player Chooses: Keep kicking

Picture: ENEMY grabes HERO and throwes him to the ground... (HERO -1 BP)

ETC.


Where if HERO reaches a certain number of Battle Points he either hurts/defeats the ENEMY (if the number is possitive) or is hurt himstelf/looses (if the number is negative.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A battle system designed entirely around reading the developer's mind and guessing random choices doesn't sound at all fun. Its doable, though.
What is the difference between battle points and HP? All systems are flowcharts that carry numbers when you get down to it. In fact, if you ever want to make any battle system from scratch you should probably create a data flowchart first.
author=Jude
What is the difference between battle points and HP? All systems are flowcharts that carry numbers when you get down to it. In fact, if you ever want to make any battle system from scratch you should probably create a data flowchart first.

Difference is Player looses HP when he reaches X negative Battle Points. Than his BP restarts to 0 so he can start again (some other build of the fight) If he looses several times he dies. If he wins several times, he kills the enemy.
That way X can by pretty low number and player would still have the chance to win.
(If X was a lets say 8 and there was no HP (just winning/loosing) and player reached let's say -7, he would have to get 16 BP to actually win)

I know every battle system if flowchart based, what I mean is:
Can I create a battle system with changing GUI (where GUI for each point of the fight contains different actions)?

(for the battle system not to be boring and unfair I have some ideas - like items or skills that let you see how dangerous some of the actions are, give you better change in some actions that depend on chance etc. - I'm working on a game, where there would be just a few of fights, so I think it is doable)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, you mean making this into a real full-fledged custom battle system with a GUI. I thought you just meant a series of dialogue options that tracked a variable in the background.

You'll definitely want scripts to do it sanely. It'll still be a lot of work even with scripts, but it'll be hundreds of hours instead of thousands of hours of work.
Yes, this is possible with the use of variables, loops and conditional branches.

It would probably have to be pretty simplistic and perhaps keep it at a rock/paper/scissors sort of thing. Like:

'Attack' beats 'Magic' beats 'Guard' beats 'Attack'.
Where 'Attack' does high damage, 'Magic' does low damage and 'Guard does no damage but might negate some or all damage.

I'm very curious about eventing this so I think I'll give this a shot. Might post a demo tomorrow if I like what I come up with. Again, this would be a rather simplistic battle system though.
Here's a sample I thought of.

Allow the player to map four actions to four keys (or something of the sort). Have battles play out like very slow paced Street Fighter; you can tell when you're being stunned, or whatever, and use the move you can to get out of it.

A one sided version of this is Valkyrie Profile: Covenant of the Plume. Here's a video.



It might be hard to abstract out of that, but what's going on is each character has a set of moves equipped. When their button is pressed, they use it. This allows for some interesting combos. See if you can make that in a one v one situation.
Okay, this was a lot more messy than I thought it would be, but here's what I came up with. I've got some explanation and comments about what's going on in the events.

https://www.dropbox.com/s/4y5vq2cy067t9f3/Event%20Battle.exe
author=Irili
Okay, this was a lot more messy than I thought it would be, but here's what I came up with. I've got some explanation and comments about what's going on in the events.

https://www.dropbox.com/s/4y5vq2cy067t9f3/Event%20Battle.exe

That's very interesting, I may use some modified version of it somewhere. :)

------

But it is not what I had on mind.
What I want to create is something like... a comic gamebook.
Where instead of paragraphs descripting the situation, there is a picture depicting it - giving clues what each presented posible actions of player may end in which way.

If there is a pool right behind a Protagonist (who is in the middle of the fight) and one of presened actions is "jump back", player can anticipate this action will lead to the fall into the lake, which will get him into trouble ( -1 BP ).

Each picture would have its own possible actions (based on the picture) and each action would lead to its own new picture.
There would be either one really big flowchart with multiple points of entry (starting point would have a few variants so the fight would "look" different after few restars (looses, replays)) or there would be bigger number of smaller flowchart builds and they would randomly commence after specified situations - for instance if HERO/ENEMY looses health.

Example of second case:
Player chooses a right action and gets +1 BP. His BP count reaches 3. After each change in BP count a script checks if BP=3/-3 (for example). If not the flowchart build continues.
If it does equal 3 -> Enemy looses amount of HP (dependant on HERO's STR stat) -> Current flowchart build is terminated -> Randomly chosen flowchart build (which is different from the previous one) is launched and BP is set to 0.


Among actions player can choose in each picture there would be some depending not only on visual clues, but on some other variables like:

- characters strenght or dexterity = there can be % chance of success/failure depending on numerical values of those stats (if STR=5 there is 60% chance of acomplishing the desired action, if STR=6 it's 80% etc.)
- existance of some item in characters invetory
etc.

The main problem I see with this system is the INSANE amount of pictures you need for every one battle with different type of an enemy. It would go to hundreds.

There are two solutions I see:
1) Creating a game with only a small number of Battles. (that's my case!)
Then you can create each fight independently, maybe using a 3D modeling software to feature fighers as ragdols for skech. (my plan)
= Each fight would have its own set of flowchart builds - like 10-20 (or one big flowchart). Each fight would be unique, so it wouldn't get boring.

2) If you want a biger number of fights (like random encountres etc.) with lot of enemies, I would be thinking about creating complete 3D models of the HERO and each type of the enemy. Then creating pictures of each scene in the fight with different enemy models.
= All fights would be using same set of flowchart builds - 20+ (or one REALLY BIG) with only minor differences in some cases ("if enemy = giant turtle" action "kick the back" BP bonus = 0 ... or something). But I think it would get repetative after some time, but with enough flowchart builds it would take tens of battles until players could find "ultimate strategies" to win every fight.
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