FREE ACTION BURST BATTLE SYSTEM (FAB/BS DISCUSSION)

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I've just thought of another thing that will make or break your game: gradually introducing the player to all those features.

If I were thrown in a fight with 10 characters, each of which with his skillset, with elements, buffs, debuffs, synergies and everything, I'd just close the game.

Maybe start with a fixed party to give the player an opportunity to get used to the peculiar "turn" system, then give him the other characters one at a time, so he'll be able to spend some time playing with every skillset.
Rhyme
Tear Harvester Rhyme
7582
author=Cozzer
I've just thought of another thing that will make or break your game: gradually introducing the player to all those features.


Very very much. Like Archeia said, Lunatic Dream very similar in some aspects, and many of the feedback tells me that it is difficult for a player to get used to when he/she just started. It helps when you have an intuitive design to make it more natural for the player to understand.
I have to admit I don't quite get it. (I'll re-read after posting this, because I'm a bastard. Maybe) So I'd like to have a couple of turns of examples of how it'd work (with enemy turns included... if they follow similar rules. And if they don't what kind of rules do they follow?)

Basically to me the abstract terms like burst skills and cooldowns and free actions mean very little. So it'd be nice to see a long example of how it'd work in practice.

And yeah it doesn't really seem to mention enemy behaviour at all. Do they follow similar rules? Or something else?
I think this system has potential to be one where you need to think forward a few turns. With that I mean that you can not just do whatever needs to be done for this turn, you have to think of how things will look the next turn and maybe even the turn after that as well.
Craze
why would i heal when i could equip a morningstar
15170
Shinan
I have to admit I don't quite get it. (I'll re-read after posting this, because I'm a bastard. Maybe) So I'd like to have a couple of turns of examples of how it'd work (with enemy turns included... if they follow similar rules. And if they don't what kind of rules do they follow?)

Basically to me the abstract terms like burst skills and cooldowns and free actions mean very little. So it'd be nice to see a long example of how it'd work in practice.

And yeah it doesn't really seem to mention enemy behaviour at all. Do they follow similar rules? Or something else?




The number on the left side of the portraits is my fugly display for Burst Points. I know that Vanguard is greyed out when it shouldn't be. EXTREME WIP, but I figured that moving pictures are better than a thousand moving words.
From what I see, there's only one negative side of the system: the fact that all enemies attack at the same time. That gives battles a luck-based aspect that works against the "tactical" theme you're working on, since it prevents the player from reacting to circumstances. (The good old "enemies gang up on one character, kill him and there's nothing you can do about it" could happen, for example).

Still, this is closely related to the "action points" system, so I guess it's just part of the tradeoff...

(Maybe giving the player the option to not use some action points during his turn, in exchange for the possibility to interrupt the enemies' phase? Maybe at a ratio of 2 ability points for 1 interruption?)

And the sheer number of characters and skill in the video confirms what I said before: you'll have to be very careful in introducing them gradually to the player.
Craze
why would i heal when i could equip a morningstar
15170
The characters and skills are default VX/Melody (well, my default Melody; I have some new status effects I've coded in as well), and are in no way indicative of the final product.

As for "interrupts," um, =/. However, there WILL be ways to protect and safeguard characters; Karsuman and I take tanking very seriously. Very. Seriously.

EDIT: That's not to say that I disagree with the gradual introduction, because I don't at all. I've made that mistake before with Diablocide, and I don't intend to make it again.
author=Craze
As for "interrupts," um, =/.

Yeah, I know, it was a random idea. I tried to come up with other ways to spice up a bit the "enemy phases" (mostly as a thought exercise), but I don't think it can be done without undermining the system itself.

About characters, you said the game would have an artificier and his constructs as party members, for a total of ten characters with diverse skillsets, so still a high level of complexity.
Maybe the player could get/create them one at a time, spending at least a couple of battles after every "new entry" in the team, with a longer "training time" between having five and six members? °°
TehGuy
Resident Nonexistence
1827
author=Max McGee
See, I thought that someone was giving away a free Action Burst Battle System.


You mean... I was thoroughly misled :<
Craze
why would i heal when i could equip a morningstar
15170
Well, I'm commenting all of my code and trying to make it friendly enough dev-side for other people to use. Basically, it's an open project that you're free to pilfer and learn from when I release it.

EDIT: In case you want to see the skillsets we're planning as we work on them (I write them out by hand first as we discuss them, then transcribe them online), feel free:

https://docs.google.com/document/d/13-77BduLDkfpT-7hY6J9fmPRHLwNMuGnuFazYxfbrU8/edit

Also, we took the advice of people here and canned the buff "counter" idea; we're just going with Persona 4-style buffs/debuffs - they are sizable but only last for three turns. Unlike P3/4, lots of abilities will apply/remove them, because there aren't many abilities more boring than "applies defense up to an ally" and nothing else.
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