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The Encounter Bar

  • unity
  • 02/03/2016 01:01 AM
  • 13523 views
Hello everyone! ^_^

Back in Luxaren Allure, I went with on-screen enemy encounters, and that worked alright (though I may have made them move too fast, in hindsight XD). For WaUTaH, I thought I'd try something different, the Encounter Bar.

The way the bar works is, using Galv's Variable Instance Bars, a bar at the top of the screen will fill, showing you how close you are to an enemy encounter. When it fills all the way up, it's battle time!

Here's a video of how it looks in-game. (Please note that the maps shown are still under construction and I've already looted most of the items from them in the shown playthrough ^^;)



Seeing how encounters can be a touchy subject, I thought I'd see what people thought of doing things this way. I wanted something that seemed both traditional-RPG flavored without the unknown element of enemies just popping up. Each encounter has the bar fill at the same speed, so you get a feel of how much exploring you can do between battles.

I was thinking of using an option where you can turn the bar off if you'd rather just be surprised by the encounters for a more old-school feel, and using Yanfly's System Options, I implemented one, but the problem is, if you turn the bar off, walk a few steps, then turn it back on, the bar is no longer at the correct position. I guess I could still get this feature to work if I just had an NPC in a safe area that allowed you to turn the bar off.

What do you all think? ^_^

Posts

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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I like this idea! If you could get it to work, that'd be a pretty nifty feature.

That's a weird issue you're having, though. Is the bar updating when it's turned back on?
unity
You're magical to me.
12540
Yes. Pretty much, the bar will be filled the amount you walked since it turned back on, but any steps you took while it was off won't count for some reason >.<;; So basically, if you turn if off, walk some, then turn back on and walk more, the encounter will happen before the bars' filled OTL
Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
Now that is one hell of an idea. Kinda reminds me of the boss warning system on Megaman Starforce.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Just realized I didn't answer your question. I haven't messed with that script, so I don't know, but can you edit the bar itself? If so, I'd make a new, smaller bar and put it closer to the edge of the screen so it's less obtrusive. Then, you can have it always on and it won't be distracting.
unity
You're magical to me.
12540
author=KatanaHiroshi
Now that is one hell of an idea. Kinda reminds me of the boss warning system on Megaman Starforce.


Thanks! :DDDD

author=Red_Nova
Just realized I didn't answer your question. I haven't messed with that script, so I don't know, but can you edit the bar itself? If so, I'd make a new, smaller bar and put it closer to the edge of the screen so it's less obtrusive. Then, you can have it always on and it won't be distracting.


Yeah, I can make the bar smaller. If I do that, do you think it would be better on, say, the right side of the screen?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
It could work so long as the bar is vertical as well as smaller. But really, I'm not picky about either one. Whichever one you think works best.
Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
Maybe at the bottom of the bar... you should add like a warning alert when it's reaching 100%?
unity
You're magical to me.
12540
author=Red_Nova
It could work so long as the bar is vertical as well as smaller. But really, I'm not picky about either one. Whichever one you think works best.


I don't know if I can make the bar vertical. I think it only does horizontal? I'll have to check.

author=KatanaHiroshi
Maybe at the bottom of the bar... you should add like a warning alert when it's reaching 100%?


I'll think about that, but I'm not sure if a warning is necessary? I mean, if people are curious if it's almost full, it's right there to look at.
Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
author=unity
I'll think about that, but I'm not sure if a warning is necessary? I mean, if people are curious if it's almost full, it's right there to look at.


Some people just focus more on the game rather than the bar. And if you want to make the bar smaller, why not add an alert to let them know something coming?
I like it as it is, although I do agreed that making it a smaller would be better as it is kinda distracting. Also, there is something with vertical bars which I dislike, not sure what, they just bother me (But this is just my opinion).
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
The Encounter Bar should be a place to go and chill with all the doodz you've fought before.
Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
author=Sooz
The Encounter Bar should be a place to go and chill with all the doodz you've fought before.


Just like Megaman Starforce 3...
Ratty524
The 524 is for 524 Stone Crabs
12986
Soooo... One game that comes to mind with an unintrusive encounter "bar" is Lord of the Rings: The Third Age on the Gamecube. It served the same purpose, only it used the flaming eye thing that I forgot the name of (that got brighter the moment you were closer to a battle).

I'd try that out if you are concerned that the bar you have draws attention to itself too much (which it does, honestly).
I agree with people that the bar seems too big and in your face at the moment. Sorta pulls me out of the rest of the video. (then again, I've never been a HUGE fan of an encounter display that you have no control over. I like games that have them and give you ways to slow down, speed up, delay, and cancel encounters. Otherwise I find the bar a tiny bit pointless? idk haha I've never been bothered by random encounters anyway, if the encounter rate is reasonable.)
Yeah, I agree with Makio. If it's there, it's not really problematic for me, but it's not really a feature that adds anything either. Sunken Spire's encounter system was like that, too. If you can tie some kind of evasion mechanic to it or even have an item that empties the bar (and maybe keeps it from filling for a while), then that might be something. Or there could be some kind of Pac-Man pellets on the field that lower the bar--just some means of giving the player control of the bar.

Since you're using a script, most likely this bar is tied to the default encounter rate, so I'm guessing you don't have enough control over it to do something like that, so the only thing it's really adding for me is incentive to step on transfer events to reset it (which is something that's more of an insider knowledge thing than something most of your players will know how to manipulate).
Sounds good to me! Being able to influence the bar would be cool though! Housekeeping, that pacman idea from earlier is super cool, by the way!
Yeah, I think the bar is a little too obstructing. Perhaps make it smaller and vertical and put it in one of the corners like what I saw in a particular Japanese game.
unity
You're magical to me.
12540
author=MakioKuta
I agree with people that the bar seems too big and in your face at the moment. Sorta pulls me out of the rest of the video. (then again, I've never been a HUGE fan of an encounter display that you have no control over. I like games that have them and give you ways to slow down, speed up, delay, and cancel encounters. Otherwise I find the bar a tiny bit pointless? idk haha I've never been bothered by random encounters anyway, if the encounter rate is reasonable.)

author=Housekeeping
Yeah, I agree with Makio. If it's there, it's not really problematic for me, but it's not really a feature that adds anything either. Sunken Spire's encounter system was like that, too. If you can tie some kind of evasion mechanic to it or even have an item that empties the bar (and maybe keeps it from filling for a while), then that might be something. Or there could be some kind of Pac-Man pellets on the field that lower the bar--just some means of giving the player control of the bar.

Since you're using a script, most likely this bar is tied to the default encounter rate, so I'm guessing you don't have enough control over it to do something like that, so the only thing it's really adding for me is incentive to step on transfer events to reset it (which is something that's more of an insider knowledge thing than something most of your players will know how to manipulate).

Actually, the script just draws the bar. It's tied to a variable. I'm pretty sure I can implement the Pac-Man pellet idea and give the player an item that, when used, empties the bar and keeps it from filling for a while! ^_^

I'd want to make the bar fill maybe a little bit faster so there's more incentive to pick up the pellets and use the items, but I feel like this adds a really cool extra layer to the encounter system! Thanks so much, guys! That's a totally awesome idea :DDDDD

Okay, so my next task is implementing those and seeing if I can make the bar less intrusive. I dunno if I can make it vertical, but I'll give it a shot. If not, I think I'll make it smaller and stick it in the rightmost corner?

I am so glad I asked about this! Now I'm all pumped about the encounter system :DDDDDD
oddRABBIT
I feel bored. How odd.
1979
It's like in the Etrian Odyssey games.
author=Housekeeping
Sunken Spire's encounter system was like that, too

I kept my mouth shut for that...

Other ideas I've seen (or used)
- Different terrains causes the bar to fill at different speeds. (when we used this we logiced it as noisier terrains attracted enemies more)
- QTA to cancel the battle when the bar fills, limited number of times you can do that per "dungeon" with a way to recover it as well (Wild Arms 3 I think had this?)
- Items (or skills!) that slow the rate of encounter or increase it (it doesn't have an encounter bar, but Pokemon has this. Something else does to, but I forget right now.)

The pellets is a pretty neat suggestion to. (perhaps if you find every pellet in a 'dungeon' or area you can turn encounters off in an area all together. If the game has any backtracking that could be beneficial. Which! If you implement the RNG and secret stuff from before, the game might. Random encounters have never annoyed me, but being forced to fight weak enemies in early parts of the game always deters me away from backtracking.)
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