EVENT ROLLING [ SYSTEM IDEA ]
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Every game needs something to make it stick out and well, I honestly didn't really have much for my current game, BUT I think I've come up with something. Although the idea is kind of rough and still in the planning stages or whatever, I figured I would post it here to get some feedback and maybe even some more ideas for it.
So, in my game I'm thinking about implementing a system I've been calling "Event Rolling." Basically, after a given period of time, an "Event" window will pop up on the screen (or something), and the player will have three options: roll, battle, or avoid.
Roll: "Roll" for a chance at finding an item or for some other special event(not sure what) to occur. Battles can result from rolls too.
Battle: Self-explanatory. You enter a fight with a random group of monsters.
Avoid: Avoid an event altogether. This may or may not add some points to a counter or something that will eventually force a battle or some other penalty on the player.
The player will be able to run away from fights if they choose the Battle option, but not if they enter a fight through the Roll option. The rate at which these events will pop up will probably be able to be affected by items or skills.
Anyways, I think that's about it. Comments? Questions?
So, in my game I'm thinking about implementing a system I've been calling "Event Rolling." Basically, after a given period of time, an "Event" window will pop up on the screen (or something), and the player will have three options: roll, battle, or avoid.
Roll: "Roll" for a chance at finding an item or for some other special event(not sure what) to occur. Battles can result from rolls too.
Battle: Self-explanatory. You enter a fight with a random group of monsters.
Avoid: Avoid an event altogether. This may or may not add some points to a counter or something that will eventually force a battle or some other penalty on the player.
The player will be able to run away from fights if they choose the Battle option, but not if they enter a fight through the Roll option. The rate at which these events will pop up will probably be able to be affected by items or skills.
Anyways, I think that's about it. Comments? Questions?
Maybe it could be that the main guy is given and special step watch or something so after "X" Step or time passes the screen pops up, then have the roll and battle, but if you avoid then the next time you have better chances in roll, or better items, and for battle have stronger monsters or something. and if you avoid till the counter caps or something you could earn like an uber item or "x" gold or something.
Of course this is just an idea
Of course this is just an idea
This just strikes me as sort of a random idea that is different for the sake of being different. It doesn't sound particularly engaging.
Pantsman: I'm not too sure why the player should be rewarded for avoiding conflicts and whatnot, but you did give me some ideas.
Karsuman: Although it may come off this way, it's not like I was just sitting around desperately trying to think up something "different." The idea just came to me and it happened to be something I don't think I've seen done before. About the engaging bit, I agree to an extent. Right now, it isn't very engaging because it is still in its early development stages and I don't have a lot of ideas for it (as I stated in the first post), but I think it has some potential.
Karsuman: Although it may come off this way, it's not like I was just sitting around desperately trying to think up something "different." The idea just came to me and it happened to be something I don't think I've seen done before. About the engaging bit, I agree to an extent. Right now, it isn't very engaging because it is still in its early development stages and I don't have a lot of ideas for it (as I stated in the first post), but I think it has some potential.
Well your idea has had me thinking, and would it be ok if i use it in one of my games? I'm not sure if i will or how to incorperate it into my game, but if i do use it i'll be sure to credit you.
I'm on the edge for this idea, like something to implement into the battle system. If your in the battle have like the option to roll. By rolling it can temporarily raise your stats, allow you to escape easier, decrease enemies stats, or maybe giving some healing items. That's how I think it could be shaped and then it be pretty cool to me.
It's not a bad idea, it does need to be re-worked or something, but as you said you're just throwing it out there. At least you are trying something new.
Just be careful how you use features that involve Chance/ Luck in a RPG game, especially if it's used often.
Just be careful how you use features that involve Chance/ Luck in a RPG game, especially if it's used often.
Pantsman: Sure, I guess.
Nick: That's a pretty rad idea, actually. I think that's what I'll do with it, and I'll just make an encounter gauge or something that will warn the player about battles.
LWG: Yeah, that's the main thing I was worried about, but since it looks like I'll be incorporating it into battles instead, things should be fine.
Nick: That's a pretty rad idea, actually. I think that's what I'll do with it, and I'll just make an encounter gauge or something that will warn the player about battles.
LWG: Yeah, that's the main thing I was worried about, but since it looks like I'll be incorporating it into battles instead, things should be fine.
Same caveat applies; beware introducing a major luck-based element into battles. I didn't even use Setzer's slot command, which was an optional luck-based special command.
However, I feel this opens up to many ideas for mini-games or a sub-system; one which requires simple coding and provide rewards that often justify the player spending their time on it. Your first post sounded good, I just might advise giving players the chance to avoid or lock themselves into difficult battles while on the linear path from where they begin to their destination. Treasure-hunting and sidequests are fair game to play with people in this regard; they won't do it if they can't be bothered to take the risk, or some might engage in all of the events for the chance to get story scenes or loot.
For example, there was that one game, Tales of the Abyss I think, where purple spheres were placed in random areas where your character could cross. Inside these spheres, your chance to encounter enemies was greatly increased and the enemies within them are very difficult; much more than the normal enemies for that area. Walking through them is mostly optional, however if you win a battle while in them, you gain bonus items and experience.
However, I feel this opens up to many ideas for mini-games or a sub-system; one which requires simple coding and provide rewards that often justify the player spending their time on it. Your first post sounded good, I just might advise giving players the chance to avoid or lock themselves into difficult battles while on the linear path from where they begin to their destination. Treasure-hunting and sidequests are fair game to play with people in this regard; they won't do it if they can't be bothered to take the risk, or some might engage in all of the events for the chance to get story scenes or loot.
For example, there was that one game, Tales of the Abyss I think, where purple spheres were placed in random areas where your character could cross. Inside these spheres, your chance to encounter enemies was greatly increased and the enemies within them are very difficult; much more than the normal enemies for that area. Walking through them is mostly optional, however if you win a battle while in them, you gain bonus items and experience.
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