BOSS FIGHT DEV
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So this may be half a help me question and half dev question. I played WoW for a number of years, to my own determent. But one thing WoW was good for was showing me boss mechanics. So I have an idea but I'm unsure if it's good or something I can do. So my idea is to give the boss some kinda of passive that deals a stacking amount of damage each turn. Making the players have to kill off someone and bring them back in order to not lose. I'm playing around with Yanfly's Passive Mod but i'm unsure if I can make such a passive or if this is too unfriendly on the player. Any thoughts.
I see nothing wrong with brutally torturing your player with horribly unfair mechanics, as long as it's winnable and done in such a way that your unfortunate victim wants to come back for more.
Sounds like what they did in Cthulu Saves the World: Every turn enemies would do 10% more damage (stacks additively). You could use battle events to give a buff/power up state to all living enemies each turn. It'd be simple enough to make enemies stronger as battles went on but it'd also be tedious battle event legwork.
If you use Ace you could make enemies use skills that used the # of turns as part of their damage algorithm. Something like
should do it.
You can also just make enemies use more dangerous skills later in the battle using the Turn Number action condition, but that does mean you can't use other conditions like HP% or so.
e: Realized I made a horrible algorithm, changed it to 10% more damage per turn
If you use Ace you could make enemies use skills that used the # of turns as part of their damage algorithm. Something like
a.atk + 10 * (1 + ($game_troop.turn_count.to_f - 1) / 10)
You can also just make enemies use more dangerous skills later in the battle using the Turn Number action condition, but that does mean you can't use other conditions like HP% or so.
e: Realized I made a horrible algorithm, changed it to 10% more damage per turn
Are you thinking of what GRS is saying or are you talking about an immolation effect on the boss that deals damage to the party each turn that goes up as the fight continues?
In the case it's the latter, simply make a battle event triggering each turn that does damage to the party each turn, including a variable into the equation, which counts up each time as well.
In the case it's the latter, simply make a battle event triggering each turn that does damage to the party each turn, including a variable into the equation, which counts up each time as well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This section of the forum is really for talking about whether something is a good idea to do, not about how to do it in RPG Maker. If you want help with scripting this feature you should ask in the Help Requests section, and be sure to mention which RPG Maker you're using (or which other program, if you're using something other than RPG Maker).
As far as whether it's a good idea, I will say that letting a character die feels like a failure situation to a player. Death is a punishment that happens when the player does something wrong. Even if they know exactly what's going on mechanically, it will be somewhat unsatisfying because every time someone dies the player will subconsciously feel like every other time they received that punishment in a video game.
Which isn't to say your design is bad. It'll still work more or less fine. But I think it would be better if the player had a Banish ability that removed one of their characters from the fight temporarily, and when it wore off a couple rounds later, all buffs and debuffs were gone from the character. Similar to the warlock's Banish ability in World of Warcraft, or the Petrify status from Final Fantasy, except targeted on a party member instead of an enemy. This ability would let the player take care of the damage debuff with basically the same result as dying (the character would go down for a couple rounds and someone else would lose a turn), but it would feel like the player made a save instead of feeling like they lost. It would also be good for all kinds of emergency uses in many other fights.
As far as whether it's a good idea, I will say that letting a character die feels like a failure situation to a player. Death is a punishment that happens when the player does something wrong. Even if they know exactly what's going on mechanically, it will be somewhat unsatisfying because every time someone dies the player will subconsciously feel like every other time they received that punishment in a video game.
Which isn't to say your design is bad. It'll still work more or less fine. But I think it would be better if the player had a Banish ability that removed one of their characters from the fight temporarily, and when it wore off a couple rounds later, all buffs and debuffs were gone from the character. Similar to the warlock's Banish ability in World of Warcraft, or the Petrify status from Final Fantasy, except targeted on a party member instead of an enemy. This ability would let the player take care of the damage debuff with basically the same result as dying (the character would go down for a couple rounds and someone else would lose a turn), but it would feel like the player made a save instead of feeling like they lost. It would also be good for all kinds of emergency uses in many other fights.
It was asking if it was a good idea but also the best way to do it. But I was thinking more like pokemon's toxic. The idea was that I would like the boss fights to be more than do X damage. There are games I've played where I didn't know if I would last another turn and that's at full health and MP. Tank and spank, I will have a tank class in the game, is no fun. The thing is on a class level I feel for the difficulty level I want in my game I'm thinking more like Etrian Odyssey hard. It's not really that unfair but you need to not mess up.
Toxic is dealt with in Pokémon by switching out so that the damage resets to normal, should there be no way of healing the condition in general. I think the best idea to translate this strategy is by making an attack that gets bonus damage the more often a specific party member is targeted, meaning that the player has to shift aggro to reset the damage to the default level. The Firelord's Incinerate in Warcraft 3 works like this (it also came with an explosion if the target dies from the attack).
If you want to make tanking interesting, you should create situations where you want someone other than the actor with the most HP to take the hit.
If you want to make tanking interesting, you should create situations where you want someone other than the actor with the most HP to take the hit.
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