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DORMANT SKY BATTLE SYSTEM

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Hey guys, Sion here. Gosh I almost feel foreign around here.
For those that don't know me, I've been working on a project called Dormant Sky.
Though things are moving a little slow now due to college, I do find time to put into it. A few months ago I finally wrote up a Battle System concept for the game that Vanit soon plans to implement. I just want to know what you guys think of what I have.

It is very much inspired by the likes of Chrono Cross.

http://www.box.net/shared/yyknjd8s6ypvfvk0bbpb

Thanks in advance. I look forward to your comments.

~Sion
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
The concept seems pretty awesome, but the ability to perform each (or stop/defend from each) may become a bit complicated for others. Do you plan to have some sort of in-game tutorial for players, that teaches this stuff to them, say as in a form of an NPC telling them at dedicated times, or all in one go near the start?

Because if not, just throwing in a cool yet complicated system may be too overwhelming, and they might give up.

Also, question. How will the experience system be set up in regards to the battles and characters? Also how fast do battles go? This is random, but I'm just asking to get it out of the way, now.

Also the speed question goes in with the above, with the complication of the battle System.
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 have a hard time imagining that a 20-25% damage boost for another party member would ever be worth spending a turn on. It is always going to be in the player's best interest to just pick one person to be the field leader and then never change it. Some ideas:
- Make changing the leader be a free action, but give it a cooldown so you can't do it every turn
- Make changing the leader cost some other resource, like MP
- Leave it so changing the leader still costs a turn, but make changing the leader also provide some secondary benefit, like healing the new leader, or boosting the new leader's damage by 50% on the next turn.

The all skills sound similarly useless for the same reason. Spend three turns getting wailed on to double someone else's damage? Hell, in the same amount of time they could just cast normal spells and get almost a full elemental field, while being much more productive in the process.

Let's look at two timelines. Both of these are assuming two party members (Herp and Derp) can cast red magic, while a third one (Derpina) cannot. I assume having two members that can cast the same element will be a common situation. However, you can do the arithmetic and see for yourself that All Red would be similarly harmful if only one member or all three members could cast red magic.

Timeline 1: Player uses All Red, 2 of 3 members can use red magic
Turn 1: Herp starts casting All Red, Derp attacks for 100 damage, Derpina attacks for 100 damage. Total damage so far: 200.
Turn 2: Herp is still casting, Derp attacks for 100 damage, Derpina attacks for 100 damage. Total damage so far: 400.
Turn 3: Herp finishes casting, field is now red. Derp attacks for 200 damage, Derpina attacks for 100 damage. Total damage so far: 700. A random party member is now field leader. Hopefully it's Derp. However, if Derpina is chosen as the new leader, we immediately lose one layer of the field on this round, and another layer every round after this.
Turn 4: Herp and Derp attack for either 200 or 150, depending on who was made the leader. Derpina attacks for either 100 or 120 damage. Total damage so far: between 1120 and 1200.
Turn 5: Herp and Derp either do 200 or 120, depending on who was made the leader. Derpina attacks for either 100 or 150. Total damage so far: between 1510 and 1700.
Turn 6: Herp and Derp attack for either 200 or 100, Derpina attacks for either 100 or 200. Total damage so far: between 1930 and 2200.

Timeline 2: Player attacks every round, two players can use red magic.
Turn 1: Herp and Derp attack for 100 damage each, Derpina attacks for 100 damage. Total damage so far: 320.
Turn 2: Herp and Derp attack for 120 damage each, Derpina attacks for 100 damage. Total damage so far: 640.
Turn 3: Herp and Derp attack for 150 damage each, Derpina attacks for 100 damage. Field is now full. Total damage so far: 1040.
Turn 4: Herp and Derp attack for 200 damage each, Derpina attacks for 100 damage. Total damage so far: 1540.
Turn 5: Herp and Derp attack for 200 damage each, Derpina attacks for 100 damage. Total damage so far: 2040.
Turn 6: Herp and Derp attack for 200 damage each, Derpina attacks for 100 damage. Total damage so far: 2540.



On the other hand, I definitely don't think it's overcomplicated, as demonstrated by the fact that upon reading your description of the system I immediately not only understood it but figured out the math to make my team do optimal damage. The explanation made perfect sense and the player will get the hang of it after a couple battles. The system has the potential to be extremely good, I just think the numbers are flawed and make many of your "good strategies" useless.
I just want to start by thanking you guys for your input. I was starting to think the system was uninteresting, haha.

@Thiamor: I already have around 3 sequences in the game's first 20 minutes that go over the basic elements of the battle system. The first is in The game's First battle. The second is a optional tutorial shortly after. The third is in the game's first mid boss sequence.

As far as Experience. Leveling up, grants the characters stat growth. Ability Points gained from Leveling and the defeat of enemies, is what really builds the characters through the Tech Menu, where the player teaches moves, and further upgrades certain stats based on the characters elemental skill tree.

@LockeZ: I really enjoyed your run down. I'm glad the system is easily comprehensible. I see how it would be difficult to make a good strategy with the current concept I have around the "All" skills. I'll have to tweak it. I do like your ideas about the Field Leader, and I'll definitely look into that.

Hopefully I'll have a newer mockup of the Battle System soon, as I've recently hired a spriter. Any further ideas are definitely welcome.

Do you guys think the Elemental System I have surrounding Enemies is fair?
~Sion

Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
I have an idea for the 'All Skills' part.

Instead of it taking 3 turns, why not it lower something else for so many turns, but takes 1 turn to activate?

Say on a certain character, it'll take away Defense, while on the other, HP, or Agility, or more MP than it would on other characters.

I sort of like the Defense one, then it doesn't take 3 turns of getting your ass kicked, but the damage done is like it took that much hits off of you. Say your defense is lowered when you do it, for 3 turns, and once it's passed 3 turns, it raises it back up and adds a really small regeneration to the user.
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