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Basic Battle System Explonation

[youtube]http://youtu.be/En8YbOdIvuQ[/youtube]

Posts

Pages: 1
You linked a shortcut url rather than a valid youtube url there. That's inconvinient to watch, IMO. Can you fix that?

I gotta be honest. In the screenshot the battle screen looks utterly impressive, but the stiff and weird animations (Saragat's, especially) feel off. But I can't expect Mario & Luigi level of frame smoothness... right? :P

The system sounds promising, the only thing to wait is the execution. More reason to play :)

Last question: You said that a KO'd (or dead?) characters are unreviveable in the battle. Does that mean... permadeath exists? Or revival is possible after battle?
author=wltr3565
You linked a shortcut url rather than a valid youtube url there. That's inconvinient to watch, IMO. Can you fix that?

I gotta be honest. In the screenshot the battle screen looks utterly impressive, but the stiff and weird animations (Saragat's, especially) feel off. But I can't expect Mario & Luigi level of frame smoothness... right? :P

The system sounds promising, the only thing to wait is the execution. More reason to play :)

Last question: You said that a KO'd (or dead?) characters are unreviveable in the battle. Does that mean... permadeath exists? Or revival is possible after battle?


Yeah i`m not familiar with this sits Ui its a bit off imo...
Animations will improve they were all made months ago and i never made any animations like this before.

The system works as intended it needs polish ofc but its just what i had in mind.

You can "revive" characters outside of battle, Originally i wanted it so if ANYONE dies in battle its game over, but that was a bit overkill. But even outside of battle healing happens over time, while i know ppl will complain about this, but its there to punish for letting them get hurt, the real challenge is to make it so that your guard will only break if you are negligent.
I see, so the animations aren't final in the video? That explains it. And talk about one character KO game over, please don't bring that eroge's nightmare...! :(

For your information, you can just edit the post rather than making a new media post to fix the link...
author=wltr3565
I see, so the animations aren't final in the video? That explains it. And talk about one character KO game over, please don't bring that eroge's nightmare...! :(

For your information, you can just edit the post rather than making a new media post to fix the link...


Could not find the edit option for the life of me....
Yeah as I said it turned out to be toooo brutal :D
Great voice there. No trouble with your accent at all.
Now, I really like this battle system. The fact that you cannot heal during battles or revive may sound brutal and mean to many players, but I personally would enjoy it. This means battles will be strategically oriented, and you must carefully plan all your moves before advancing further. Great job on that, not to mention it will obviously bring more challenge to the game as well.

The Guard System is not really new to RPGs, but as I noticed you made several important changes to it. Such as replacing it with MP. Again, this will force to take more skill to proceed, so players must not rush the game. The new aspect of it also brings a fresh feeling in battles overall.
author=SiegfriedCalibur
Great voice there. No trouble with your accent at all.
Now, I really like this battle system. The fact that you cannot heal during battles or revive may sound brutal and mean to many players, but I personally would enjoy it. This means battles will be strategically oriented, and you must carefully plan all your moves before advancing further. Great job on that, not to mention it will obviously bring more challenge to the game as well.

The Guard System is not really new to RPGs, but as I noticed you made several important changes to it. Such as replacing it with MP. Again, this will force to take more skill to proceed, so players must not rush the game. The new aspect of it also brings a fresh feeling in battles overall.


True some forms of Guard systems did appear before, but none of them mixed it with stamina, making it important what you actually do.
Yes the aim is to make it much more tactical, its all about balancing, Attack for example is the weakest command, but it generates the most of Critical points, while stronger attacks use more Guard, but produce much less CP, I entirely wanted to avoid item consumption in battle, and in a way this is a streamlining.

It certainly looks brutal, but if I manage to balance this right, it should be just challenging.
I've seen more brutal systems than can't recover. Afterall, the main barrier, Guard Points, is recoverable freely. Oh, can't see your HP and MP numbers is more or less brutal too, relying the characters' expression and prediction. And as if there no such thing as miss is brutal enough... (Action games, granted)

But no joke, can't recover the main HP and can't revive is still rather brutal, alright.
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