NEW BATTLE SYSTEM IDEA

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Team Duality is launching a game With the working title "Duality"
We already have Animators, concept artists, eventors, and spriters.
We are currently seeking a programer (s) to recreate something similar to the Grandia 2 battle system.
For those unfamiliar I will link a video of it. It could most likely be recreated out of one of the VE Battle systems or a SBS

http://www.youtube.com/watch?feature=player_embedded&v=LcZJPRHMuhk

Below are some pictures of what would be needed
http://i217.photobucket.com/albums/cc241/raven_kuro/Duality/grid_zpsc2f77366.jpg

So for starters There would need to be code to make a floor grid with selectable areas/ zones only a 5x5 would be needed so label them 1-25
Each grid would call for each own unique "Battler"

Lets say side left is enemies and side right allies. Enemy 1 attack ally 1

http://i217.photobucket.com/albums/cc241/raven_kuro/Duality/grid2_zpse986f62a.jpg



Clicking an attack would make the the sprite run over to the selected target. and stay there. Which is the most important part.

Ally attacking. Enemy

http://i217.photobucket.com/albums/cc241/raven_kuro/Duality/grid3_zps301e18e0.jpg


Ally also stays in one place after the attack.

http://i217.photobucket.com/albums/cc241/raven_kuro/Duality/grid4_zps22eaaf47.jpg

Also A battle timer add on would be needed.
Just something simple along the left side of the battle screen that would act like Yami's Add-on for YanFly's, but for the side battle system

This is the most important part for the illusion of free battle. This way you could change the recharge speed.

something like this

____Start_____
| |1
E | |2
| |3
| |4
| A |5
E | |6
| |7
| |8
Command |9
| |10
E | |11
Proceess |12
Action A |13
| |14
| 15
-------END--------16

E= Enemy
A = Ally

The way it would work would make you wait as your icon falls down the timer until it got to the command section

Once in the command section you choose from the options:
Move, which could allow you to move from grids 1-25 (not being able to stand on occupied squares
Defend.
Magic
Skill
Attack
Combo
Team combo
Items

*Only Attacks Combo , Move, and Team combo would make you move .

Attacks, Combo and team combo move you to enemy grid adjacent to enemy grid. Which would do something like
ID square enemy stands on
ID square you are on
Trace route to enemy (IE 1,4,6,20)
Begin moving to square 20 through 1,4,6,20 (since each grid calls for "battler" this could imitate movement)

Magic would target enemy and adjacent squares for AOE or linear depending on move, and just target for single target.

Once out of the command section the icon would continue to the process section
Where it would recall what action was selected compare and recalculate :

Action
ID
Enemy ID (If enemy Id change trace to new enemy, higher % to miss)
Route to enemy.



After the process phase it continues to Action phase where it, applies the action selected.

It then continue to the end where it goes back to start.

Diffrent skills, actions, and etc would cost more timer points. after start.

IE if player uses attack. Attack automatically set you back to 5
But skill puts you at 0 IE start.

I think showing the work you already have (animations/sprites/maps) is going to help your case. As well as telling in what game making program you're making it in.

Also, embedding reasonably sized images would help readability.

No, I'm not interested.
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