WHICH DIRECTION TO HEAD WITH BATTLE SYSTEM
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I've been thinking a bit about the battle system in my game recently as I've been working some enemies for the game and thinking as at this point I'm starting to create more my own game with mother series influences more then it being a mother fan game and I've started to wonder how I want to approach the battle system if it be using the default RMVXACE battle system modified a bit similar to how housekeeping is using it in Jimmy and the Pulsating Mass, something more similar to how Koi and Parallels are doing the on screen battlers, or to continue using CoozieKun's Earthboundish script which does have it's bugs and flaws and doesn't seem to want me to change the term magic to anything else without breaking the entire game. Any thoughts on which direction you think is best? I enjoy the mother system but if I'm not going all out with the timed attacks and everything I don't know if it's the way to go with bugs and what not
I'm using the Yanfly Engine, which is basically just a more polished version of the default engine--unless you use the free turn system or something. I'm sticking with good old-fashioned turn-based gameplay using agility to determine turn order. The big advantage to going with the default engine is that you're not going to run into any weird issues when you're using events to modify the fights. If you know how to script, then that's not really an issue.
But, I guess, the thing that you really need to think about is what system will be the most appropriate for Hanging On. For Jimmy, it's important for me to evoke "old school" aesthetics so I can subvert them, and that standard front-view system is great for that. Earthbound was a good model for me, too, and I find myself making a lot of similar decisions to it, mostly in terms of aesthetics (like including moving backgrounds in combat to give more kinetic energy to battles). Just think about each component and what it means for the whole.
But, I guess, the thing that you really need to think about is what system will be the most appropriate for Hanging On. For Jimmy, it's important for me to evoke "old school" aesthetics so I can subvert them, and that standard front-view system is great for that. Earthbound was a good model for me, too, and I find myself making a lot of similar decisions to it, mostly in terms of aesthetics (like including moving backgrounds in combat to give more kinetic energy to battles). Just think about each component and what it means for the whole.
Yeah I'm using Yanfly as well as well and I think I'm going to stick with the front forward view but to stop using the earthbound engine as it is pretty glitchy and move more towards a more default modified version of the battle system.
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