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First facts about the battle-system

  • TrueMG
  • 07/15/2014 05:43 PM
  • 2154 views
The battle-system is still in a very early state and you can't do anything, but the technical background is at a point where the concept can't be smacked from the chair.

Today, I nearly finished the interface of the status-windows. This wasn't that easy because the positions of them are centered, the number of members in the party can vary, the composition of the party as well and the whole technical aspect is automated. So, yeah, makes it difficult, but very easy in long sight (easy changes, easy additions). The "mana-bars" aren't finished yet.

Here is how the battle-system (and part of the game) will work:

Change Party

In the end you will have a group of three protagonists (what a surprise). But they are very different from each other and can't be in every battle or the party needs to split up for an efficient plan. This means you can and must change the party during your adventure. So sometimes you have different compositions of teams. Isn't a big deal, but I wanted to mention that.

Guest-Characters

Because the team needs to split up sometimes, there is the possibility to add a "fourth" guest-member. There will be a greater number of them. Which one will be in your party depents from your chosen side-quest or part of the main-quest. The "fourth" member isn't just an addition for battle, but rather a helping hand on the "overworld". Sometimes you even need to protect them in battle, because they can't fight.

I set "fourth" in quotes because you can have guest-characters before you even encounter the second protagonist.

Speed-Based Attacks

There is no attribute for agility/speed. Well, there is, but you can't level it up. The fat pirate will always be a fat pirate, that's why he can't be fast like a hurricane. The speed-attribute is fix for every person (you can change this with alchemy, of course. I don't want to be an asshole).

However, the basic-speed is just an attribute for the beginning of a battle (who attacks first). The most speed in battle comes from the attack you choose. Every character will have more than one basic-physical-attack, excluding "magic" or "technics" because they can carry more than one weapon or use another combat-style. There are fast but weak attacks, slower but stronger attacks. The choice of attack can also be very effective against some types of enemies or are the only way to attack them (for example flying enemies).

Protecting, Criticals, Rows and Columns

If you're being attacked, you can prevent damage by pressing the counter/block-button in the right time. This works like an ordinary block and the timing varies for each type of enemy.

The battle is a sideview-system which uses rows and columns. You can change your position during the fight. Characters in front of other characters can protect them in the same way like mentioned before. This can even inflight damage on the enemy.

Wenn you attack, you can land a "critical" hit in the same way. Well, not exactly. This isn't really a critical hit, more like the standard-damage you want to inflict. Without this you deal not very much damage. With this system I want to prevent enter-smashing and reward attention.

Some attacks have a different "range" and can't be used very well in certain columns. Also the position of your character influences the general order of attacks. So you want to find out the best positioning and strategy that works for you.

"Hearts" Instead of Numbers

Another reason why you want to pay attention and block attacks, is the healthpoint-system. A block prevents every damage due to ordinary physical attacks (and not just reduces it) because you haven't much health. I also think this system makes it easier for the general view over the battlefield and your tactics (like healing).

Some kind of "Magic": Elementiades

Well, this isn't "magic". There is no magic in the entire game. You use a special kind of natural stones, which adapted themself to the elements around them. The technology of this world makes it possible to use their "charges". These stones recharge themself slowly, but in the right environment the speed is increased.

You can mine (or let mine) these stones and can get a great variety of different qualities: Serveral elements, pure, unpure, different sizes. This has an effect on the power of your stone. You can even purify the stones to make them better. Or you pulverize them to get "dust" which recharges the stones in an instant. Or just sell them. You can also combine these stones with some types of expensive weapons and armor.

Right now there are just five "elements": Fire, Earth, Water, Air and Light. But there might be more or even some rare mixed stones. I can't make them up spontaneously (can't say "Yeah, there is a shadow-stone") because there are "rules" for the creation of these stones. Yes, wordbuilding - cool thing, bro. So, the five types are the only possibilities for now.

~~~

I think this sums it up. Right now, I don't really know how the LevelUp-system will look like, but this isn't a barrier I am concerned about now.

Posts

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I already heard this and that factoid about it, but having the system summed up here is really, really... well, awesome.

The system, especially the way speed is determined, sounds different from most things out there.

I just hope you don't overdo yourself with this, because it would be really cool to play this.
Sounds awesome. Do mixed stones work like combo magic in Breath of Fire 4?
author=Nemica
I just hope you don't overdo yourself with this, because it would be really cool to play this.


TXK Nemica °o°/))
No, the technical aspect is difficult, but after it's finished the rest will be very easy to create. And for this I just need ... fantasy (~°o°)~

author=ZOUK
Sounds awesome. Do mixed stones work like combo magic in Breath of Fire 4?


I have no idea. Never played any Breath of Fire. And I don't even know how I would handle mixed stones - not in terms of worldbuilding (this is easy) but in terms of gameplay.
Waitwaitwait. Now I realize something: You never said anything about how pseudo-magic is used in your game.

What does a stone of one element do? Does it give you skills, boost your attributes... it looks like this will be an essential part of the game, so could you elaborate this (or dunk my head into the place where it's elaborated)?
author=Nemica
What does a stone of one element do?

An Elementiade gives you elemental-attacks and increases resistence against opposite elements (Water<>Fire, Air<>Earth, Light is unique). They also increase some stats, or give you special abilites.
Red/Fire: +Attack
Brown/Earth: +Defence
Blue/Water: Auto-Regena
White/Air: More time for counter
Yellow/Light: Chance of blinding enemy
They also charge up a little bit, if you are hit by the same element.

As written before, Elementiades can also be used as part of special Elementiade-weapons, so you can even get physical element-attacks or other effects.
You can also use Elementiades for the alchemy-system because some recipes need their "dust". You can also use them to solve overworld-puzzles.

There more you use Elementiades, there more the characters can use their powers or do more damage with them. There will be a skill-tree for this.

So yeah, you need them for a lot of things. And I'm not even far with my planning.
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