[RMVX ACE] HELP ME MAKE A CHALLANGING BATTLE SYSTEM
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Hallo Guys and Gals,
Im working on my samurai based battle system for my game. And i'm hoping you can help me with inspiration for my battle battle engine.
Just to be clear i wont be scripting, i think the exciting engine has enough options to make this fun.
First my personal opinion: Most games that use the engine unchanged play like a 'hit enter' fight most of the time. So i do want to create something a little more strategic.
For my game i am thinking there will only be a limited number of fights. We wont be running into fighting frogs, but will have to fight the Boss Samurai right away. This limits the number of fights to maybe 5 or 6. But this also makes it logic to have a fight take more turns.
Also i was thinking to use body parts for elements. So certain attacks are better for attacking the Head, Body and Legs. This would also make extra options for armor.
I've been fooling around with the hit% where lot of hits miss totally and the one hit that you take really hurts. But i let a couple of people try that and they all comment it's feels unnatural for them. So i'm still thinking if i want to keep that.
Most preferably i would want to have it like a real fight where you move around each other turning to find a opening to hit the opponent. But here is where i need you inspiration how to make that work. How would this work with multiple opponents. How do different classes come to play. Also this kind of leaves out all typical RPG elements like critical hit.
So after reading the above i hope someone can help me in the right direction.
Thanks a lot
Im working on my samurai based battle system for my game. And i'm hoping you can help me with inspiration for my battle battle engine.
Just to be clear i wont be scripting, i think the exciting engine has enough options to make this fun.
First my personal opinion: Most games that use the engine unchanged play like a 'hit enter' fight most of the time. So i do want to create something a little more strategic.
For my game i am thinking there will only be a limited number of fights. We wont be running into fighting frogs, but will have to fight the Boss Samurai right away. This limits the number of fights to maybe 5 or 6. But this also makes it logic to have a fight take more turns.
Also i was thinking to use body parts for elements. So certain attacks are better for attacking the Head, Body and Legs. This would also make extra options for armor.
I've been fooling around with the hit% where lot of hits miss totally and the one hit that you take really hurts. But i let a couple of people try that and they all comment it's feels unnatural for them. So i'm still thinking if i want to keep that.
Most preferably i would want to have it like a real fight where you move around each other turning to find a opening to hit the opponent. But here is where i need you inspiration how to make that work. How would this work with multiple opponents. How do different classes come to play. Also this kind of leaves out all typical RPG elements like critical hit.
So after reading the above i hope someone can help me in the right direction.
Thanks a lot
Here's a few ideas:
-Most of your HP should come from armor. While a sword slash easily results in dismemberment or death on a direct hit, most armor is capable of stopping such attacks.
-You can also give the weapon HP which is reduced when attacking or parrying.
-Make states based on stances which reduce/increase the damage taken to certain parts (head, torso, arms and legs is the most useful separation).
-Keep the normal turn-based structure in that you and the enemy take an action, forcing you to predict the opponent's behavior rather than purely reacting.
-Have your special skills be actions like feinting, taunting and so on to create openings.
-Add another repeatable fight with a training dummy that lets the player see how the combat system works, since it seems very unusual.
I can't fully design your combat system (especially not in like half an hour), but this should be useful still.
-Most of your HP should come from armor. While a sword slash easily results in dismemberment or death on a direct hit, most armor is capable of stopping such attacks.
-You can also give the weapon HP which is reduced when attacking or parrying.
-Make states based on stances which reduce/increase the damage taken to certain parts (head, torso, arms and legs is the most useful separation).
-Keep the normal turn-based structure in that you and the enemy take an action, forcing you to predict the opponent's behavior rather than purely reacting.
-Have your special skills be actions like feinting, taunting and so on to create openings.
-Add another repeatable fight with a training dummy that lets the player see how the combat system works, since it seems very unusual.
I can't fully design your combat system (especially not in like half an hour), but this should be useful still.
author=LightningLord2This is a good idea. This could also give me some tactical idea's like with more heavy armor agility goes down.
Here's a few ideas:
-Most of your HP should come from armor. While a sword slash easily results in dismemberment or death on a direct hit, most armor is capable of stopping such attacks.
author=LightningLord2i'm on the same page as you on this one. It will make it key to find on what body part you can make the most damage on.
-Make states based on stances which reduce/increase the damage taken to certain parts (head, torso, arms and legs is the most useful separation).
author=LightningLord2This is exactly where i want to go, but i still don't know how do make that work. i'm thinking maybe in a rock-scissors-paper kind of way
-Keep the normal turn-based structure in that you and the enemy take an action, forcing you to predict the opponent's behavior rather than purely reacting.
author=LightningLord2Didn't think of that one. But yes, great idea. Counterattack stuff like that.
-Have your special skills be actions like feinting, taunting and so on to create openings.
author=LightningLord2Seems like a good idea.
-Add another repeatable fight with a training dummy that lets the player see how the combat system works, since it seems very unusual.
author=LightningLord2
I can't fully design your combat system (especially not in like half an hour), but this should be useful still.
Of course not :D you helped a lot already... Thanks
author=ErikHolland
i'm thinking maybe in a rock-scissors-paper kind of way
Look into fighting games. A core part of most fighting games's gameplay is an elaborate game of rock-paper-scissors. Blocks beat attacks, throws beat blocks, attacks beat throws. If you don't think throwing has a place in your game, maybe go for a Break action instead, that breaks guards but loses to faster attacks. (Speaking of that Attack/Guard/Break combination, Fate/EXTRA is one example of an RPG with a single party member that has you issue those commands in sequences against a similar sequence from the enemy and presents pattern recognition as its main challenge.)
But yeah, fighting games. They are real time, though, so not really translatable to a turn based RPG. So I would actually recommend you check out a card game called Yomi. It's made by an ex-fighting game pro, and it distills the mind games of fighting games into a turn-based card game system. It is rock-paper-scissors at its core, but winning with different plays wields different results, and each character has specific abilities that can be used strategically.
On behalf of Rhyme and Nessy I must add this:
+10 to your enemy stats for every day you work on the project.
+10 to your enemy stats for every day you work on the project.
author=Liberty
On behalf of Rhyme and Nessy I must add this:
+10 to your enemy stats for every day you work on the project.
You lost me here... ;)
author=CyberDagger
So I would actually recommend you check out a card game called Yomi.
Very interesting and making me think all this over form scrach...:D
On a side note i really like your article on character development. Something all RGP-game makers should reed. Just to realize consequences of our choices.
Suikoden 2 actually has some interesting battles that are out of the norm for the game in given situations. These sort of fights might be what you're looking for (with a little bit of your own twisting and design, of course.) You might not even need to use the default battle system.
Here's an example of one.
Here's an example of one.
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