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Battle System: An In-Depth Look
- XBuster
- 02/18/2019 12:01 AM
- 1008 views
Hello all! I am back with a different kind of update this time. Today, we'll be going in-depth with the battle system of this project. It will focus on its terminology and everything you need to know about what they mean and why they matter.
While most of this is pretty much common knowledge, there are some new twists here and there that you'll need to know about and newcomers will also need to get up to speed on it. With that said, let's get started!
Battle System Inspiration
The battle system itself is an action rpg battle system primarily based on the original Monster World 4. For those who have never played it, the game had a focus on jumping, running, blocking, and a type of critical hit known as a Magical Hit. A Magical Hit is five times more powerful than a normal attack.
As far as equipment goes, depending on what you equip, your defense will increase. Defense however, was handled much differently. Not only would it increase your HP, but it would increase your chances of being protected by a barrier if you took damage. This barrier made you invincible for a short time and was perfect for gaining the advantage in battle.
When colliding with enemies, instead of taking damage, you get knocked back in a controllable state. However, there are certain enemy body types that will make you take damage upon contact.
Battle System Overview
While many things from the original remain, many aspects of it were changed in order to make it so it works for everyone in the game. Several new gimmicks and abilities were added to expand on the original's concept as much as possible. Below is an encyclopedia of every term in the game's battle system.
Status Terminology
Battle Mechanic Terminology
Growth and Equipment Terminology
Battle Result Terminology
Why do certain terms matter?
Within the game, there are a multitude of stats that at first, don't seem like they would matter much, but the higher some of these stats are, the more powerful and safe you'll become in combat. As mentioned before, a lot of them are common knowledge and/or self-explanatory, but it would be wise to take note on some on the newer ones. I'll briefly go into detail on why some of them are crucial.
Barrier Break for instance lessens an enemy barrier so that a combo string can continue. While some attacks have these built in, other equipment or upgrades can also decrease this slightly. The default value for an enemy's invincibility barrier is 15(which is half of a second). Certain attacks you have that are meant to be combo strings have barrier break built in. A great example would be Zero's saber combo or Ellie's melee string.
Hits are also incredibly important because normal hits aren't particularly powerful. They are pretty useful for normal foes, but bosses have much higher HP values and it is crucial you have stronger hits so you can take them out as fast as you possibly can. Not doing so could make you be in a boss fight much longer than you need to and will decrease your score when a battle is complete.
Shield is incredibly important because the higher this stat is, the more often a protective shield will appear. With some bond skills, it is possible to gain new abilities and advantages when these are activated. Luck will also increase the dice roll of extra attack power, so everyone will become stronger artificially.
Closing Words
That is the complete battle system as of now and I doubt I'll expand it any further from this point out. Everything that was needed is now 100% completed and I'm very excited for what is yet to come for the project. This will also be the standard I'll be using for other projects as well.
With that said, I hope this cleared up a lot of confusion about what the battle system is and how every mechanic works. A page for the battle system will be added to the main profile soon with some images or videos showcasing some of these things. Until next time!
While most of this is pretty much common knowledge, there are some new twists here and there that you'll need to know about and newcomers will also need to get up to speed on it. With that said, let's get started!
Battle System Inspiration
The battle system itself is an action rpg battle system primarily based on the original Monster World 4. For those who have never played it, the game had a focus on jumping, running, blocking, and a type of critical hit known as a Magical Hit. A Magical Hit is five times more powerful than a normal attack.
As far as equipment goes, depending on what you equip, your defense will increase. Defense however, was handled much differently. Not only would it increase your HP, but it would increase your chances of being protected by a barrier if you took damage. This barrier made you invincible for a short time and was perfect for gaining the advantage in battle.
When colliding with enemies, instead of taking damage, you get knocked back in a controllable state. However, there are certain enemy body types that will make you take damage upon contact.
Battle System Overview
While many things from the original remain, many aspects of it were changed in order to make it so it works for everyone in the game. Several new gimmicks and abilities were added to expand on the original's concept as much as possible. Below is an encyclopedia of every term in the game's battle system.
Status Terminology
Term | Description |
Health Points | How much damage you can take before you are unable to battle |
Action Points | The amount of points you have for skill usage. |
Special Points | The amount of points you have to perform a special move. The max is always 100. |
Attack | Your physical attack power. Not all attacks a character has reflects this. |
Barrier | Your invincibility period. This is displayed in seconds. |
Shield | The percentage chance of a magic shield protecting you from damage completely. |
Luck | How much extra damage you can do with each attack |
Title | Your character's title |
Level | Your current player level |
Experience Points | The current number of experience you have in combat |
Next | How much experience you need to level up |
Battle Mechanic Terminology
Term | Description |
Normal Hit | An attack that is normal |
Critical Hit | An attack that is two times more powerful than a normal hit |
Magical Hit | An attack that is five times more powerful than a normal hit |
Lucky Hit | An attack that is seven times more powerful than a normal hit |
Perfect Hit | An attack that is ten times more powerful than a normal hit |
Block | When an attack is blocked completely |
Flash Guard | When an attack is blocked at the right moment a shield is activated. |
Reflect | When an attack or projectile is reflected |
Barrier Break | When a barrier is lessened by an attack |
Damage | The amount of damage taken or given |
Knock Back | When you are launched in a direction when colliding with certain enemy or attack types |
Combo | The number of attack combos you have without taking damage |
Element | Your current element |
Weak Point | When an opponent's weak point is struck |
Special | When a special attack is released |
Attack Name | The name of the last performed attack or skill |
Live Message | A real-time message that delivers quick information |
Growth and Equipment Terminology
Term | Description |
Guest | A third party member that is not Shantae or Asha |
Tag In | When a player is defeated, another will tag in |
Talisman | A lucky charm that alters your stats and abilities |
Bond | The relationship strength of an individual you have met throughout the world |
Bond Ability | The ability a particular bond passes on to you when they are in your heart. |
Bond Special | When a bond does a special attack in your place. |
Upgrade | The act of making your character better or stronger in a multitude of ways. |
Synth Crystal | A gem that is used to upgrade an individual |
Battle Result Terminology
Term | Description |
Enemy EP | Experience points earned from boss(es) |
Time Bonus | Score based on how long it took to defeat a boss |
Combo Bonus | Score based on how many combos were performed in combat |
Revive Bonus | Score based on whether you were automatically revived during battle |
Damage Bonus | Score based on how much damage was taken in combat |
Special Bonus | Score based on how many special attacks were performed during battle |
Total Score | Your total score from the previous installments combined, except enemy EP |
Rank | Your battle rank during that particular fight |
EP | Experience gained during that fight |
Why do certain terms matter?
Within the game, there are a multitude of stats that at first, don't seem like they would matter much, but the higher some of these stats are, the more powerful and safe you'll become in combat. As mentioned before, a lot of them are common knowledge and/or self-explanatory, but it would be wise to take note on some on the newer ones. I'll briefly go into detail on why some of them are crucial.
Barrier Break for instance lessens an enemy barrier so that a combo string can continue. While some attacks have these built in, other equipment or upgrades can also decrease this slightly. The default value for an enemy's invincibility barrier is 15(which is half of a second). Certain attacks you have that are meant to be combo strings have barrier break built in. A great example would be Zero's saber combo or Ellie's melee string.
Hits are also incredibly important because normal hits aren't particularly powerful. They are pretty useful for normal foes, but bosses have much higher HP values and it is crucial you have stronger hits so you can take them out as fast as you possibly can. Not doing so could make you be in a boss fight much longer than you need to and will decrease your score when a battle is complete.
Shield is incredibly important because the higher this stat is, the more often a protective shield will appear. With some bond skills, it is possible to gain new abilities and advantages when these are activated. Luck will also increase the dice roll of extra attack power, so everyone will become stronger artificially.
Closing Words
That is the complete battle system as of now and I doubt I'll expand it any further from this point out. Everything that was needed is now 100% completed and I'm very excited for what is yet to come for the project. This will also be the standard I'll be using for other projects as well.
With that said, I hope this cleared up a lot of confusion about what the battle system is and how every mechanic works. A page for the battle system will be added to the main profile soon with some images or videos showcasing some of these things. Until next time!
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