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Game Design

The new Combat System!



I spend a lot of time to do this actualization, that's because I was learning a little RGSS 3 tricks to help me to add some new features to my new gameplay and combat system.

Take a look on the YouTube video to see what I'm talking about, the new system is dynamic. And I will add some new options to the player soon, how the ability to carry two weapons, two-handed weapons and a weapon and a shield to help with the character defense. The weapons will vary through knives, swords, spears, axes, flails, all with a special characteristic that will distinguish one of another.

Progress Report

The game is been ported for the Vx-Ace Engine!

I'm porting the game to the Vx-Ace engine because I'm gonna have a better result and more easy development because of the new features included in the engine by default.

An this is the first footage of the game in the new engine:


Miscellaneous

The project in the nowdays

I'm working hard everyday in the project.

I already made it clear that I intend to translate all the game texts into English, but right now

I'm doing them in my native language so that the people around here can play and test the first versions without having difficulties in reading.

Now I'm doing some scripting and System Adjustments.

Some systems designed below:
* Note: None of what is described is 100% sure, some things can change and others can add in each system, so they are just projects that may or may not be the final version, surely will update if I get some of these systems or if adding any other.
* Note II: Sorry about the bad english, I don't had time to revise the text...

Quest System
Description:
There will be a journal where you can check all the quests that the player has qualified, even the main quest. So he can have greater control over what they must do to complete each of its steps.
There are also certain guilds in some cities, offering jobs for the character, these works are detailed in the quests of the journal itself, which also informs the rewards of its completion, which usually are rare or valuable items, depending on the difficulty chosen.
It is also possible to fail in a quest is, nobody can ever be perfect! rs

* System Class:
Description:
You'll get Ability Points (AP) to perform actions during combat, how to give a precise attack, dodge an attack by an opponent or when defeat someone. Each share gives an amount of skill points for the current class.
So you can learn skills by spending a Skill Points, that you can learn depending of your class. And you can also learn Gifts, which are conditions that help the character, that will be increasing the damage of his spells, giving his defense or defense against any elemental or status.
However it is possible, reaching certain criteria, and learning a new class by spending skill points.

Derivatives:

- Equipment: Depending on the class, certain equipment are locked and others are enabled.

- Rate Performance: The rate of performance reviews the performance of the class to use certain weapons, armor or accessories. Each class has a percentage of utilization for each type of equipment used.
Example: A beginner swordsman has leverage with swords by 70%, as a master of the sword has 120%.
Say I equip a sword with 20 attack points in a beginner swordsman, then this weapon will add 14 more points to him attack. Now, if you equip the same sword in a master of the sword, it will add 24 points to their attack

Note: Names and numbers quoted here are for example the character of the game mechanics.

* Allies System:
Description:
In each battle you can find allies, or some event of the game, you must secure an important character in battle.
In the first case, there will be an ally in the battle, may or may not help you, but probably not succeed alone againts the opponents ...
Helping a person unprotected or a warrior to fight a group of opponents, can give some benefits beyond the rescue of victims.
You can earn experience, gold, items / armor / accessories important and open up new quests, depending on the power of the ally that has been protected.
If you leave it to die or attack him without wishing, the attacker loses a certain amount of points of morality.

In certain battles it can help many allies who themselves are unable to fight off some enemies, turning the battlefield into a chaos in which you are who will decide whether they survive or not.

System of Morals:
Description:
Moral is a feature that appears below the bar of HP and MP during battle. It represents how the character is optimistic about its performance in battle. Morale also represents the psychological strength of character that can set the course of a battle.

- Some actions that increase the moral success in action: dodging an attack, heal an ally, kill an opponent.

- Some actions that diminish the moral receive damage: unconsciousness, losing an ally, failed action.

- Gains of a Positive Moral: Increasing the moral, all the character features are expanded a little.

It is always growing and so can make the character be several times stronger than it already is during a battle. So sometimes a moral high during a fight against a boss may be crucial!

- Consequences of a negative Moral : Decrease all the character features, including their HP and MP.

It is always important to the morale does not reach the point of being negative, for their misdeeds hinder the performance of the character during battle.

Equipment Skills
Description:
The Skills are not free, while learning a skill, you must equip it to be able to use it during battle. So there are equipment slots Skills.
These slots start with a standard number that may increase or decrease depending on the equipment used by the character. Therefore, you must be very careful knowing how to manage your skills, not to get into a battle with amble skills useless.

- Magic Slots: Some Skills can only be equipped if the character has slots for a particular type magic and the amount it requested. However, to achieve these special slots, you must have special equipment that are generally used only by the magic classes.
However, for the other classes, there is a small sphere of energy that provides space for Lumina Skills equip magic, these spheres are known as Magisfers. Equipping them in their accessory guarantees some Slot magic even for those who are not of the class of spells (However, Magisfer not teach any spells for the character, which are only learned by studying a class of magic, or just spending time with that class in use.)

* System of Meetings on the Map
Description:
The battle scenes happens when the character is chased or chasing an opponent and then is touched by it.
Enemies are spread across scenarios and there are three types of opponents:

Aggressive Opponents: these opponents will chase the character when him be on they sight, they generally have more attack power since they are generally confident.

Opponents Docile: They are basically opponents who have no intention of harming the character, but the character can attack them if desired, but when they are attacked, they will defend themselves as they can.
Some opponents as carnivorous plants can be categorized as docile opponents because they only attack the player if they are touched.

Opponents Scared: These ones have fear of the character and run for their lives when notes the player presence, usually animals that are hunted or very near of extinction has such characteristics.
Thieves may react of the same way when they try to steal the character and moments after this they will be rushing it as fast as they can ...

- Battle on the world map
Description:
In the world map, enemies appear randomly across regions, when the player touch them, the character is sent to one of several battle scenarios based on the type of tile where he's standing. As if we were given a map to zoom in to see more closely.
In this scenario there are many enemies in amounts, types and random positions, besides the possibility of treasures that can appear in multiple places, randomly. These treasures contains items that are chosen by a random system. You can get anything in these trunks, up to a potion from a rare and powerful sword! There are even items that were made exactly to be found only in this way! The explorers can hope to be rewarded after facing hordes of enemies and pick up their prize as a sword / armor or a single item or only a common potion... because the random system =].

- Breath System
Description:
Running the character begins to spend a bar that appears at the bottom left of the screen, this bar is connected with the agility of the character that is in front of the group. If this bar finishes, the character is unable to run and must be stopped to rest and make it return to normal.

Attention to this bar can be crucial when you're chasing something or being chased by an opponent or target.

* Level of enemies
Description:
The enemies have different levels and so each battle can be different from before. These levels are increased according to the player's progress in the main quest or according to the character's levels, depending on the enemy in question.



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