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To be honest, a lot of this is a blatant rip-off of the explanation on this page, with a bit of updated content. However, without further ado...

What this is:

A stand-alone (that means no RTP required!) demo of the combat engine I intend to use for boss fights.

What this does:
Basically, this is a Suikoden-style duel. If you know how a Suikoduel works, you probably have a pretty good idea of how this works already. If not, or if you just what to refresh your memory, keep reading.

The dual begins when the player, as Hiroji, accepts a duel with any one of the NPCs. After the dual begins, there's going to be heads-up display with each of the duelist's name, and renaming health. At some point, your opponent will say... something. What he/she will say may, or may not, give a hint as to what his or her next move is. What the player is then tasked to do, is select an action: Attack, Critical, or Guard. What happens after that selection depends on what action the player chooses, and what action the dualist is performing. The full list of how the actions relate follows:

ATTACK ties ATTACK (Both sides take normal damage!)
ATTACK beats GUARD (Dualist that GUARDed takes half damage!)
CRITICAL beats ATTACK (Dualist that ATTACKed takes triple damage!)
CRITICAL ties CRITICAL (Both sides take triple damage!)
GUARD beats CRITICAL (Dualist that CRITICALed takes triple damage!)
GUARD ties GUARD (Staring contest! Both sides take no damage!)

As one can observe, damage is usually dealt to one side or another, but this is not always the case. This process keeps going until one dualist has 0 or less health. It is possible for both duelists to have 0 or less health. If that happens, the result will be a tie.

Side note: A duelist's "normal" damage is calculated with the same formula as a standard physical attack: (4*Attacker_STR) - (2*Defender_DEF).

Controls:
The controls are the default for RPG Maker games. That means movement is handled by the arrow keys, "Shift" speeds up avatar/textbox movement, the menu can be accessed with "Escape", while accepting commands/advancing textboxes/talking to fools the NPCs is handled by the "Enter" key.

Location:
If you are inclined to download this demo, it can be found on in the Downloads tab of this gamepage. Note that you want the download that reads "Oracle of Askigaga - Duel Test", not any other download that may appear there at some future point. Okay, I lied. You will want to download "Oracle of Askigaga", once it becomes available, right? Right?

Other Notes:
The use of the scripts involved in this project is considered open-source material for both commercial and non-commercial use. The project has been left unencrypted to further that end. If this system is to be used for a project, all that I would require of the end-user is proper credit to be given.

Though, now that I think on it, I may not have made the proper documentation on where lines that are called in an event would go within the context of the sequencing. It is, somewhat, my hope to correct this issue once the game, proper, releases.

Each of the duelists presented here have their own action priorities. This is noted in the textbox when speaking to them. The hope was to attache an action priority with certain personalities to ease coming up with appropriate quotes for the actions, but, there are a few actions that have very similar quotes between duelists.

Posts

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Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
My thoughts, which, YO DAWG I HERD YOU LIKE DISCLAIMERS, should be taken with a pinch of salt:


Honestly, I don't have a lot to say, as it's a fairly standard Suikoduel system. If you've made this from scratch, massive props.

- Four out of the five battles (the exception being Masao) were really easy, as opponents' "clues" were obvious and there wasn't much variance in their dialogue. What might have been a nice twist would be to hint at one command and then execute another, e.g. saying "Time to take a breather" and then go CRITICAL.

- With regards to Masao, that was definitely more interesting than the other battles. I'm interested in what you did to actually make it predictive, because to be honest I couldn't tell. :S


Good luck for the contest! :D
Marrend
Guardian of the Description Thread
21781
A few responses:


This was pretty much from scratch, so, thanks on that point!

So, the predictive AI is supposed to work this way: Whatever action you just inputted, it places the action that would beat it at the highest priority. For example, say you inputted "Attack". It's action priority turns into (from highest priority to lowest) "Critical", "Attack", then "Guard". In practice, though? Okay, I've only fought her twice, but, I've won both times with a decent amount of HP to spare. I keep meaning to test out exactly what values are passed into, and out of, the AI processing, but, I haven't gotten around to it.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
That's actually a really cool concept and I'd love to see it fleshed out into a more thorough system (as long as you don't explain the inner workings to the player, letting them figure it out themselves instead). Nice one!
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