MY GAME DESIGN BRAIN DUMP THREAD
Posts
Continued from here: http://gamedevelopersrefuge.org/GDR/viewtopic.php?t=1133
Maybe you should continue it here? Or at least transpose the relevant information you wish to share.
Recap from original thread:
*Planned 14 spell classes (4 spells for each)
*Plotted out the item system
*Having the battle system recognize three action types: Basic Action, Magic Spell, Special Move
What has happened since then:
*Planned on using Super Smash Bros. style health system
*Still doing research on Soul Relic system (the orbs in the mockup are an indication of this)
*Finished writing up all of the Basic Actions, but still balancing the magic spell roster. Speaking of which...
*The spells in question will function in similar fashion to that of Shining Force (those who've played the game should have a clear idea of what I'm talking about)
*...And a bunch of other things
Stay tuned for more info.
*Planned 14 spell classes (4 spells for each)
*Plotted out the item system
*Having the battle system recognize three action types: Basic Action, Magic Spell, Special Move
What has happened since then:
*Planned on using Super Smash Bros. style health system
*Still doing research on Soul Relic system (the orbs in the mockup are an indication of this)
*Finished writing up all of the Basic Actions, but still balancing the magic spell roster. Speaking of which...
*The spells in question will function in similar fashion to that of Shining Force (those who've played the game should have a clear idea of what I'm talking about)
*...And a bunch of other things
Stay tuned for more info.
So, what is the point of this thread? Can you give us something to discuss? (like, are you just throwing out game design ideas you have for whatever? Or are other people supposed to do the same? or is this for a specific game you are making (in which case you should probably make that more clear and/or create a gameprofile)?)
I'm just pouring out various ideas for a potential game and anticipate everybody's two cents so I can stay on the right track.
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
How the hell does a Super Smash Bros. style health system work in an RPG?
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
Uh, ideas don't work that way.
You have to know what the idea is for it to mean anything. You can't just post a string of random words in an internet forum and then say you'll think of an actual idea later. I can't give feedback on that.
You have to know what the idea is for it to mean anything. You can't just post a string of random words in an internet forum and then say you'll think of an actual idea later. I can't give feedback on that.
Well, since you brought that up, I guess I could go into more detail. Here it goes:
Instead of having characters be assigned to different Max HP values (which I'm assuming is one of the reasons why most indie RPG projects never get completed), they would start with 0% damage taken. Obviously, attacks are going to increase this, alongside with increasing the damage received to a point where even a single stab with a knife can instantly kill you.
Instead of having characters be assigned to different Max HP values (which I'm assuming is one of the reasons why most indie RPG projects never get completed), they would start with 0% damage taken. Obviously, attacks are going to increase this, alongside with increasing the damage received to a point where even a single stab with a knife can instantly kill you.
How does that description differ from the standard HP system? Let's assume a warrior with 4,000 HP. He encounters a kitchen girl who does 5 points of damage with a fruit knife. If he has already taken 3,999 points of damage, that knife stab will kill him.
I can see how the system may differ though. For example, you could make it so that a character is KOed if he/she takes takes damage equal to 40% multiplied with the damage already taken. So if the character has only taken 50% HP, an attack has to deal 80% damage on one go for a KO while if the character has taken 200% damage already, a 20% attack would be enough. Or you could achieve the difference in another way. In any case, you're not really expressing it.
I can see how the system may differ though. For example, you could make it so that a character is KOed if he/she takes takes damage equal to 40% multiplied with the damage already taken. So if the character has only taken 50% HP, an attack has to deal 80% damage on one go for a KO while if the character has taken 200% damage already, a 20% attack would be enough. Or you could achieve the difference in another way. In any case, you're not really expressing it.
@Crystalgate: You have a point. I might have to do a little more research on it before I can properly express the idea.
As for the other stats, well let's just say that outside of Fortitude and Essence (I'll explain those two in a bit), there's no designated physical/magical damage stat. Instead, different abilities will call for different stats, whether it's a spell or not. Earth spells are an obvious example for the Strength stat. Speaking of which:
Fortitude: + Success Rate for actions used by user, - Success Rate for actions used on user
Essence: + Magic Spell/Special Move potency, - Damage resistance
(+ Boosted with higher rating, - decreased with higher rating)
Strength: Resistance against damage added to attacks when damage is taken.
Willpower: Endurance against action potency reduction when damage is taken.
Intuition: Spell Charges and Special Move usability.
Mobility: Action Point recovery.
Sidenote: http://super-smash-bros.wikia.com/wiki/Health
As for the other stats, well let's just say that outside of Fortitude and Essence (I'll explain those two in a bit), there's no designated physical/magical damage stat. Instead, different abilities will call for different stats, whether it's a spell or not. Earth spells are an obvious example for the Strength stat. Speaking of which:
Fortitude: + Success Rate for actions used by user, - Success Rate for actions used on user
Essence: + Magic Spell/Special Move potency, - Damage resistance
(+ Boosted with higher rating, - decreased with higher rating)
Strength: Resistance against damage added to attacks when damage is taken.
Willpower: Endurance against action potency reduction when damage is taken.
Intuition: Spell Charges and Special Move usability.
Mobility: Action Point recovery.
Sidenote: http://super-smash-bros.wikia.com/wiki/Health
About ideas in general: Examine the differences between your system and the bog standard in RPGs (The early Final Fantasy/Dragon Quest games, for instance, have several elements that are considered such) and try to work on it to make it better. Don't be different for the sake of being different.
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
In Super Smash Bros, you can theoretically die at 0% damage if an attack hits you hard enough, and theoretically survive at 600% damage if an attack hits you soft enough. However, how "hard" or "soft" the attack hits is a seperate value from how much damage it does - every attack in Smash Bros has two power ratings: the damage it does, and how far back you fly when hit. Some attacks are designed to cause damage while others are designed to finish the target off.
This shouldn't be *impossible* to mimic in an RPG setting I guess, but I gues chance to die would have to be a literal random chance, instead of being based on positioning and such like it is in SSB.
This shouldn't be *impossible* to mimic in an RPG setting I guess, but I gues chance to die would have to be a literal random chance, instead of being based on positioning and such like it is in SSB.
Hmmm. What if you had no chance of dying from a hit until your damage rating hit 100%? Any subsequent hit has 1/10 chance of KO until 150%, 1/8 until 200%, 1/6 until 250%, etc, etc. A hit at 500% damage would very likely kill you, but there'd still be a slight chance.
Of course, for players to even take advantage of this mechanic, a single KOs would have to be less of a game-ender. You'd have to have several characters in the party at once so a few can be on revival duty.
Of course, for players to even take advantage of this mechanic, a single KOs would have to be less of a game-ender. You'd have to have several characters in the party at once so a few can be on revival duty.
...and if you are in the backrow, your damage taken is reduced, but your chance to get knocked out increases.
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
I love Kentona's idea.
My apologies for not posting anything new here for a while. I was just thinking about the soul relic system and how it would work. I'd post more, but I have to do more research on it.

And this is the graphical inspiration for when I can show some visuals for this thread.

And this is the graphical inspiration for when I can show some visuals for this thread.
















