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WHAT MAKES AN ABS GOOD?

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Hello everyone!

I would like to hear some opinions, specifically about Action battle systems. I have recently played a few ABS games on this site, and I feel, that they have a somewhat bad reputation.

Now, talking about ABS in RPG games (Not just RPG maker games, but 2d games made in any engine):
What are some crucial features, you would miss from these games? Or some features you never want to see? What would make an ABS good in your opinion?

Now, I also develop a system like this. The current features include:
- Pixelmovement + pixel based hitboxes (for precision)
- Fully adjustable controls
- Optimised code + pathfinding (Lag rarely occours... I have seen some ABS games here which are unplayable.. And I clearly can't see why)
- More interesting skills (like a simple fireball, which you need to shoot 11 times to kill an enemy. Instead a shadow-ball: for example, which you can charge five times, shoot with the action button, which will damage enemies in a small radius, and when you have more than one charge, you gain shadow resistance... Now this is just an example)

Now I am aware, that these alone won't make a battle system good, but it would be great, to see some opinions about this.
So.. what do you think?
Well, I'd love to put your points on my list (though I failed to give my game pixelmovement and to get completely rid of lag).

Here are my additions:
- Co-op play:
This made the Secret of Mana series so unforgettable. Playing with your best friends and enjoy everything together on one screen. My definition of hanging out. I felt so pissed that Kingdom Hearts made you have allies, but not let them be controlled. The only reason I still prefer Secret of Mana over Kingdom Hearts.
- Easy to Learn - Hard to Master:
I think the Kingdom Hearts Series did this pretty good. You could just smash the Attack button and kill enemies. But the more you get used to the game you start to know the enemy patterns, how to avoid each attack and maximise your damage by combos.
- Good enemy AI/Skills.
The problem with ABS' is that the enemies need much more fine-tuning than usual BS because they could look really stupid if the player can handle them too easy.
Well... Your game worked well, past that point, so this wasn't a subtle hint to your game (about lag). This was more about the scripted games, I played here.
I want animated ABS. Where enemies and the player have moving graphic frames. I think that's a crucial feature most 2D ABS games miss. Also the animation can be often very poorly done if it is done. That's a flaw I'm aiming to revise in the new Project Viral which is an example of an ABS game.
Nightowl
Remember when I actually used to make games? Me neither.
1577
If you're going to have guns in an ABS game, add an aiming system for fuck's sake. I hate having to move three tiles if an enemy steps outside my gunfire.
Using DynRPG's mouse plugin (that is, if you use RM2K3 and DynRPG) would work, while making it so that the player can strafe while aiming.

Also, proper enemy AI is a must. Don't just have enemies walking towards you and mashing attack.
author=Nightowl
Using DynRPG's mouse plugin (that is, if you use RM2K3 and DynRPG) would work, while making it so that the player can strafe while aiming.


if you're using the mouse in an ABS, then that means that one hand is stuck on the mouse and the number of buttons you have access to is very limited.
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