TALK TALK DURING BATTLES
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I just had this simple idea, but I want some input before implementing it, because it may work either nicely or stupidly.
I'm making a game with not many different characters (about 8 or 9), and a reasonable focus on character development (character flashbacks, sideplots, etc.).
And I'm using RM2K3 DBS.
So my idea was inserting random conversation lines during battles (not just boss battles, any battles), things like "This is one tough S.O.B", "this dude gives me the creeps", "we have to find his weakspot", and sometimes more useful stuff like "This guy is probably vulnerable to fire".
It's something like Persona 4, I guess.
What do you think?
I'm making a game with not many different characters (about 8 or 9), and a reasonable focus on character development (character flashbacks, sideplots, etc.).
And I'm using RM2K3 DBS.
So my idea was inserting random conversation lines during battles (not just boss battles, any battles), things like "This is one tough S.O.B", "this dude gives me the creeps", "we have to find his weakspot", and sometimes more useful stuff like "This guy is probably vulnerable to fire".
It's something like Persona 4, I guess.
What do you think?
Fallout 1/2 did this too and it honestly it added a TON of interest and hilarity to the combat for not-so-much effort on the part of the developers/writers. Simple little floating captions over the fighting NPCs' heads like "Shee-it, you suck" or "Ever seen what one of these babies does to soft tissue?" or "We be doin de bad hurt dance" or whatever made a huge difference and spiced the combat up a great deal.
Simply put I think you should totally do it.
Simply put I think you should totally do it.
I'd like it if you could talk to the monsters. And persuade them not to fight against you :D
"Hey monster. How about I give you some gold and then you just die and give me XP?"
"RAARGH" (how much are we talking about?)
"You know. A couple hundred?"
"RRRAAAAAARGH" (sure!)
Battletalk shouldn't be long though. Don't have two characters talk about their relationship problems while trying to fight off a monster. And to have a varied enough amount of lines so that there isn't just those stock lines that happen every now and again because that's really just pointless and is just another thing to skip.
"Hey monster. How about I give you some gold and then you just die and give me XP?"
"RAARGH" (how much are we talking about?)
"You know. A couple hundred?"
"RRRAAAAAARGH" (sure!)
Battletalk shouldn't be long though. Don't have two characters talk about their relationship problems while trying to fight off a monster. And to have a varied enough amount of lines so that there isn't just those stock lines that happen every now and again because that's really just pointless and is just another thing to skip.
I think this is a really cool idea. Some other ideas would be if the battle starts dragging out the party could start complaining.
bribery would be rad as a job ability for a thief or something. i thought about this after the game-breaking bribery in empire at war's expansion
From reading them OP I get the impression that you mean randomly text boxes will pop up during battles? If so I think it's a bad idea. It'll break the flow of combat especially if I'm in a tense moment. It's not like a little text box appears and disappears on its own, it takes up a lot of the screen. The DBS in Rm2k3 is buggy too, if I select Attack and the message appears in the same second it may cancel my move altogether.
If you mean you'll add a command to Talk like in Final Fantasy 10 then I would support it.
If you mean you'll add a command to Talk like in Final Fantasy 10 then I would support it.
Don't have two characters talk about their relationship problems while trying to fight off a monster unless it would be awesome.
Fixed.
Uh, don't put a long-ass dialogue sequence in a really hard battle please. Although that's basically the same as putting a long cutscene in front of a really hard boss battle.
To call back to the Fallout example, one nice thing about the way they did it is that it was totally in the background. It didn't take up important screen space, you didn't have to hit a button to get it to go away, if you missed it it didn't matter one bit. It was just like an extra little animation, except with text.
It also helped that they didn't overuse it, I think.
It also helped that they didn't overuse it, I think.
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