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EXPLAIN YOUR BATTLE MECHANIC!

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For instance, SkieFortress made some system that I still don't understand, but it has a rhythm-based combo thing.

I made the Environmental Condition System for Oracle of Tao. And I'm currently working (very WIP right now) on the Horror Genre Battle System (yes, it's seriously called that, battles are scary since all enemies can hurt you, but you can't necessarily hurt them, without knowing their weaknesses).

The ECS works for Oracle of Tao because it's a fantasy RPG with heavy emphasis on nature, so the idea is that the terrain also hinders your battle.

And the other one works to set the creepy mood I want on an RPG about supernatural beings.

Tell us all your battle system, and its selling points.
edchuy
You the practice of self-promotion
1624
author=bulmabriefs144
For instance, SkieFortress made some system that I still don't understand, but it has a rhythm-based combo thing.

I made the Environmental Condition System for Oracle of Tao.

Yeah, hopefully SF fixes the tutorials related to them so that it is more accessible to the average player.

So my ECS suggestion actually stuck! I had forgotten all about the poll you conducted for that.

Anyway, I look forward for others to share their mechanics, since, unfortunately, I have found that many games don't explain theirs in their RMN gamepages, in a readme.txt/manual or through in-game tutorials.
Well, that and the stupid interrupt glitch means I typically lose harder battles with SF's game.

Oh, yea, it was catchy, it fit all the requirements made of it (including some new ones, I had two dimensional ones called Pure Land and Cruel World, the first of which basically penalizes you if you attack and rewards you if you defend and the second penalizes your teammates if you attack. That too, despite being another dimension, is an environment of sorts). ECS is quite difficult for the average person to like, though, because if it happens to be night, you're in for a world of hurt for a few turns.

Sated that's pretty interesting. So the weapon is like a monster and once gone they... can't attack? Or do they switch to weaker attacks?

Yea, if you don't explain it, and it's close enough to the default that people don't know, you risk people calling "glitch" on you when strange stuff happens.

Also, there is a reason for this. I'm trying to find a game to play. Whoever has the most interesting battle mechanics, and at least decent plot, I'm gonna play. So far, it's the tile system for Cruna Aktrid.
edchuy
You the practice of self-promotion
1624
Bullma, if I may say, the current demo of Cruna Aktrid is just slightly more than a tech demo of the battle system with fights of the first area with a couple of bosses at the end. Your party members just have 1 skill each, which limits the choices you have when choosing actions. It's probably worth at most an hour's worth of play at most if you figure out the right strategies. There a couple of bugs that I found, plus I am aware they'll be some changes made that will affect how fights play out.
Sailerius
did someone say angels
3214
Vacant Sky Awakening's battle system requires you to role play your party members in order to maximize their efficiency. Every pair of characters has some kind of relationship (friend, confidant, rival, etc) and the way they synergize in battle corresponds to the nature of their relationship. Proper role-playing rewards you with TP, which unlocks stronger skills in battle. For example, the main character has average damage output and his confidant has low damage output but potent buffs. When she uses an ATK+ buff on the protagonist, not only does his damage output increase, but she gains proxy TP each time he lands a hit that takes advantage of her buff.
That sounds good.

But if I'm not sure I'd be able to commit to a VX Ace game due to cost, then I'm definitely not paying for a commercial game unless it has a disk that I can just pop anywhere (the death of hard copy consoles in favor of stuff like PSN is why I'm not buying a PS4/PS Vita under any circumstances, and also why I refuse to play any MMOs; although, having my Maplestory account hacked could also have something to do with it).

All the same, the PRS (paper-rock-scissors) format of your Vacant Sky combined with heavy strategy was a good system.
Uh okay, wow? Thanks for the unwarranted namedrop.

Anyway, let me just say that SEM isn't that complicated.

Though I may have been a bit wordy in the current tutorials, which I plan to address for the layman. Anyway, you attack with Strike Chains and Ether Spells. Once you have enough Burst, you can use a Burst Skill.

It mostly boils down to damage escalation via Strike Chain -> Ether Spell -> Burst.

There's more to it than that of course, but that's all the average player needs to know in order to win most battles. Again, it's really not that complicated I think. ...But then, being the creator, I suppose I may be biased with intimate knowledge of the system.
An element I decided to use for my game, Withering Reason is a simple way to spice up normal attacks from the default RM2K3 battle system.

Every turn, a random number is generated between 1 and 20. For example, 1-17 dictate a regular attack, 18 and 19 dictate a critical, and 20 is a special attack.

When a number range is determined, a separate weapon for each outcome is equipped to the character, attacks with 0 and 100 percent critical chance is used to guarantee critical/non-critical attacks and special attacks (I even created separate animations for them). In order to keep inventory from gathering a new weapon item every turn, a command to remove the item related to the other two outcomes are removed, thus keeping the game flow consistent throughout.

Furthermore, when 20 is reached, I activate a separate switch that plays an animation that simply displays the name of the attack on screen, giving a complete illusion of a "special attack," when in fact you're simply attacking with one of three different weapons.

P.S. This was all done in RM2K3.
Mine is pretty much a simple Atb, but the battles are much faster and mostly turn based. You'll have to think about which attacks to use instead of pressing Z over and over. Meaning that things like Enemies that stay on the ground would take more damage to ground attacks and weapons like Axes and Swords than a flying enemy would, because the flying enemy would be out of their reach. So having a party full of nothing but Melee fighters would be bad if there are nothing but flying enemies. Ranged fighters can hit every enemy, ground enemies though would take less damage.

Of course it would be impossible to be screwed in an all flying fight if you chose your main character to be a magician class.
So yeah pretty simple Atb.

Also I didn't think Skie's system was complicated really. A little annoying when skills didn't work but yeah. Course I played the tech demo first, er.. The one with the fight with Zulrika and the Blonde guy I think it was?
Well, I thought Skie's was complicated for alot of people. I didn't think it was complicated for me to understand. But I had another problem.

Ever play Legend of Dragoon? There's another game that requires timing (something I completely suck at) and skill for effective attack. The difference being that LOD had an item or two that made the process easy for those who got it wrong. On the other hand, here, I got a D rank in most battles, and then couldn't beat either the challenge or the boss. It was terribly complicated, but I understood it and it was fun (until I died a horrible death).
Yes, LOD was a great game. I had the idea to implement an item that would give you a guaranteed special attack for those special circumstances. I plan to take this mechanic of mine further, it just needs the apropriate development.
Usually to get a high rank during battles you had to do the special condition. It also doesn't really matter how many turn you took either just how much health and magic you had meaning abuse the hell out of the heal command before finishing a fight. Gave me an A-B rank each time.
author=Mr_H
Yes, LOD was a great game. I had the idea to implement an item that would give you a guaranteed special attack for those special circumstances. I plan to take this mechanic of mine further, it just needs the apropriate development.

Hmmm, having done one custom battle system, and probably hashed out the second, I could probably give you some pointers.

First off, you have to build a sense of mechanical balance. This is not the same as battle balance. I mean, whatever advantages the party gets have to either be difficult to pull off, or enemies need some means of defending against them.

Second, the battle mechanic needs to "fit" into the game. Think about the game plot, and the overall design, and try to thematically match the battle system. You won't always succeed, but the effort itself adds depth to the game.

author=Your plot summary
As you fight for the people of Turerre, a continent at the mercy of its ruling class, discover what it means to be a hero in an ever-changing world.

If you can convey this sense to your battles of being heavily defined by ranking, and "ever-changing" you've got your battle system.

Finally, what made LOD really good was the synergy between attack/defense/magic. Magic was hard to cast, due to the fact you had to reach dragon mode first (which keeps you from overusing it), defense was useful for healing and guard, and attack allowed a combo mode. If you have some roll system to attack, somehow make the defense link into this model (maybe it widens the range of criticals or something). Ditto for magic.

I dunno, it's sort of when I built my battle systems, there was just this point where it just "clicked" together. It hasn't fully done this on my current one, so I'm not sure about that.

I've decided I'm playing your game to get some insight on how you could improve the battle system.

=======================================

Hmmm... so, doesn't seem to have magic/defense on the first two characters. Here's my take on it, and you can accept/reject it.

Every time you get a special attack from random rolls, it adds +1 to some sort of invisible counter. When the counter reaches a certain point (some equation decides what that number is), you get a Special command added below the attack, which you can use strategically.

Also, the sort of vibe I get from the battle it's sort of open-ended fighting game style. I'm not seeing alot of need for gauges and meters, just the clean system layout. Because of that, possibly a defensive Counter command (randomly occurring?), that sorta tracks the last damage and attacks in response to that or something, might make it solid as a battle system.

Thanks for the pointers Bulma, it's always tough trying to navigate balance in a game. Fortunately for everybody I'm a sadist and the extra battle mechanics make encounters survivable.

Depends on just how much a sadist you are. You can also make battles harder with certain mechanics.

Gotten pretty far with the game.

There are a few glitches, though.

In the woods those two lumberjacks, you talk to, one of them talks about some healing spring water then they both say ... and somehow you end up in the screen before.

Outside the mansion, after the moonlight scene and the ship scene there's a cliff that has a weird pass-through. Like, you can walk on top of the ledge.

And the Feint ability can't be used (except as part of the special), but is still visible on the Band menu. Oh, it's because the Band thing needs to be Skill Subset, not Skill.
The Unusable skills are actually intentional. I wanted to represent my weapon skills in a visual manner so I gave them weapon attributes no weapon carries. This way I clue the player in that the skill exists, it was something I decided on to further the illusion of the weapon skills.

The lumberjack thing I'm aware of. Somehow the event I created after the teleport got deleted and I currently cannot find a prior version that still has that event in it so I ignored the issue for a future release, but the ledge thing I wasn't aware of.
Also, the issue with weapon skill names appearing without the attack issuing is something I have a fix for already, basically I have to place an additional condition to where the attack variable must equal 20 for it to work. As of right now sometimes the variable sets on the first turn to 20, turning the switch on, then when the next turn is calculated, the animation hasn't had the chance to turn the switch off, therefore the attack display animation shows anyways.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Sanctum doesn't let you control your allies. I went there.

edit: Huh. That didn't spark the... outrage I was hoping for.
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