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What are you thinking about? (game development edition)
author=Avee
The biggest problem right now is that there is no real advantage in defending, since it either results in a miss on both sides or in allowing the attacker to combo.
Unless the counter attacks would provide a substantial advantage, as in a daring make-or-break move, always attacking would be the only sensible option.
Battles are won by dealing damage, not by avoiding getting hit.
Exactly. That's my biggest problem. I need to make countering an attack something that is worth it and I still have no idea how to do it. As it is right now, even if I have countering the opening strike just start a combo, doing the exact same thing as a successful opening strike, attacking on the opening round still is the better option, just like you said.
If you attempt to counter the opening strike, these are the possible outcomes:
- 1/4 chance that you successfully counter the attack
- 2/4 chance that nothing happens
- 1/4 chance that you get hit
If you just attempt an opening strike, here's the outcomes:
- 1/4 chance that your attack gets blocked and countered
- 1/4 chance that you hit each other
- 1/4 chance that your weapons clash and nothing happens
- 1/4 chance that you successfully attack
It seems pretty balanced at first, but there are some problems with this. If you have an advantage in HP, you should never open up a fight by trying to counter, as one of the neutral outcomes is advantageous to you by virtue of you losing less health relative to your total when you exchange blows. There is actually an interesting mindgame element here since you know that your opponent is likely to attack if you're caught in the wrong end, but there is no appropriate response. The best play against an incoming attack is a counter, but even then, it only works half the time. Attacking forces a tie, which as I explained is actually good for your opponent. Even with the odds of success being the same for both options, attacking is the superior choice over countering the vast majority of the time.
And there's also the fact that there is no interaction at all when both players guard, which is a common enough occurence for it to be worrying.
Keeping it the way it is, it would need to be balanced so that countering is slightly better than attacking, but not so much that it becomes the default play and players just stand there doing nothing for ages. It's a scenario where you want the worst play to be the most commonly used. It's a balancing nightmare.
One other option is to remove the zone choice in the opening phase and introduce guard breaks as a standard action, so that attack<guard<break<attack. (This just so happens to be the base mechanic of battles in Fate/EXTRA) Not removing the area selection would either further imbalance the game into attack dominance, introduce even more tie scenarios, or have nonsensical matchups. (How would you explain that a low block beats a high guard break, or that a high guard break beats a low attack?)
Of course, we are discussing this in a bit of a vacuum. We are ignoring movement options and equippable skills. Perhaps movement can be the element necessary to work out this balance problem. And depending on your skill loadout, the dominant option in a fight differs.
What are you thinking about? (game development edition)
Currently thinking about a battle system idea that came to me out of nowhere the other day. Seems like it would be pretty awesome once implemented. I'm actually taking notes.
I got the idea while thinking about what could make the final battle of what is probably going to be my second RPG, currently titled Knight's Oath, more satisfying. What began as a way to give the last phase of the final boss a gimmick to make it a duel between the hero and the BBEG slowly morphed into something way more complex, something that would have to be the main battle system of its game. And, as a battle system based on duels, it would have a party of one.
If I had to describe it shortly, it's what happens when a JRPG and a fighting game concieve a child. Much like its fighing game parent, it consists of several rock-paper-scissors type decisions done in sequence, but turn based instead of real time.
Picture two swordsmen facing each other. You have four options: attack high, attack low, block high, or block low. Your opponent chooses one of those four options as well, in a double blind scenario. From there, you have five possible outcomes:
- You both block. Nothing happens and the game state is reset.
- You both attack the same area. Your weapons clash and the game state is reset.
- You both attack, but choose different areas. You both take low damage and then the game state resets.
- One player attacks, and the second player blocks the wrong area. The defender takes low damage and the attacker gets to initiate a combo.
- One player attacks, and the defender blocks the attack. The defender gets to do a counterattack.
And why do the initial attacks all deal low damage? That is because the first blow is mostly to take the opponent off balance. See that thing about combos? That's where the real damage is! After landing the first strike, you continue to attack while your opponent is forced to defend himself, but you can now also attack mid. That means that you have a 2/3 chance of landing another strike, this time a really damaging one. Of course, combos can't last forever, but I'll go into the mechanics that deal with that after I talk about something else.
And to be honest, I still haven't figured out what advantage countering an attack would give you. I'm still woring on that. It can't just go into the combo just like a successful opening strike, it has to have some difference, even if small.
After that, let's add some extra elements. Let's add something from its fighting game influence, a special bar. It works as expected, it builds up as you deal and take damage, and some skills use up a part of it. The actions I'll talk about from now on may have a cost associated, but I haven't gotten far enough to deal with that yet.
The second element we add that makes the whole thing come together is space. Your possible actions may change depending on how close you are to your opponent, and you can change your position with some actions as well.
For example, you can jump back to evade attacks. This is a very strong action that lets you evade attacks regardless of which section they cover and resets the fight. It has some drawbacks, though. If you use it too much, you may put yourself against a corner, which reduces your mobility and gives your opponent a significant offfensive advantage because of that. Or if you use it too close to the opponent, a particularly long reaching attack may catch you on the tail end of the jump.
Other things you may do are a charge attack that brings you closer to your opponent, a guard breaking attack, an attack that can be blocked regardless of the area blocked but beats other attacks, a particularly powerful combo attack that can be blocked in two ways, a shove... There's room for creativity. Magical and ranged attacks (throwing daggers?), as well as status effects, are not entirely out of the question, although I'm focusing on melee combat for now. (I'm particularly interested in how I could implement status in something like this.)
And as for combos, each strike in the combo, with maybe some rare exceptions, pushes the opponent back a bit, meaning that he'll end up out of reach of your strikes, forcing you to end the combo. This leaves some design space for combo finishers, skills that end the combo and reset the fight's state regardless of where the opponent is, which rewards you for knowing when your combos end and popping the finisher at the right time, instead of swinging wildly and being surprised when one of your attacks hits air. Also, obviously, pulls can be used to extend combos.
And you would only have a limited ammount of those special skills avaliable in a fight. There's a lot of room for customization by choosing the skills you want to pack. Want to overwhelm opponents with guard breaks? Perform long combos by chaining attacks with long reach and pulls? Play defensively by keeping the opponent away with pushes and occasionally striking when an opportunity presents itself? Fight with a counter based style, waiting for the opponent to strike so you can punish them for it? Just choose the right skills for the job! This could actualy be interesting with a multiplayer element!
But, of course, I am far away from having the coding skill necessary to make this, as awesome as it sounds. When I get to that stage, I think the best thing to do would be a short proof of concept game, with not much story. Just a simple game about a gladiator fighting his way up.
And, of course, nothing is set in stone. Anything I wrote about here is subject to change, of course. It's just a very rough idea now.
End wall of text.
I got the idea while thinking about what could make the final battle of what is probably going to be my second RPG, currently titled Knight's Oath, more satisfying. What began as a way to give the last phase of the final boss a gimmick to make it a duel between the hero and the BBEG slowly morphed into something way more complex, something that would have to be the main battle system of its game. And, as a battle system based on duels, it would have a party of one.
If I had to describe it shortly, it's what happens when a JRPG and a fighting game concieve a child. Much like its fighing game parent, it consists of several rock-paper-scissors type decisions done in sequence, but turn based instead of real time.
Picture two swordsmen facing each other. You have four options: attack high, attack low, block high, or block low. Your opponent chooses one of those four options as well, in a double blind scenario. From there, you have five possible outcomes:
- You both block. Nothing happens and the game state is reset.
- You both attack the same area. Your weapons clash and the game state is reset.
- You both attack, but choose different areas. You both take low damage and then the game state resets.
- One player attacks, and the second player blocks the wrong area. The defender takes low damage and the attacker gets to initiate a combo.
- One player attacks, and the defender blocks the attack. The defender gets to do a counterattack.
And why do the initial attacks all deal low damage? That is because the first blow is mostly to take the opponent off balance. See that thing about combos? That's where the real damage is! After landing the first strike, you continue to attack while your opponent is forced to defend himself, but you can now also attack mid. That means that you have a 2/3 chance of landing another strike, this time a really damaging one. Of course, combos can't last forever, but I'll go into the mechanics that deal with that after I talk about something else.
And to be honest, I still haven't figured out what advantage countering an attack would give you. I'm still woring on that. It can't just go into the combo just like a successful opening strike, it has to have some difference, even if small.
After that, let's add some extra elements. Let's add something from its fighting game influence, a special bar. It works as expected, it builds up as you deal and take damage, and some skills use up a part of it. The actions I'll talk about from now on may have a cost associated, but I haven't gotten far enough to deal with that yet.
The second element we add that makes the whole thing come together is space. Your possible actions may change depending on how close you are to your opponent, and you can change your position with some actions as well.
For example, you can jump back to evade attacks. This is a very strong action that lets you evade attacks regardless of which section they cover and resets the fight. It has some drawbacks, though. If you use it too much, you may put yourself against a corner, which reduces your mobility and gives your opponent a significant offfensive advantage because of that. Or if you use it too close to the opponent, a particularly long reaching attack may catch you on the tail end of the jump.
Other things you may do are a charge attack that brings you closer to your opponent, a guard breaking attack, an attack that can be blocked regardless of the area blocked but beats other attacks, a particularly powerful combo attack that can be blocked in two ways, a shove... There's room for creativity. Magical and ranged attacks (throwing daggers?), as well as status effects, are not entirely out of the question, although I'm focusing on melee combat for now. (I'm particularly interested in how I could implement status in something like this.)
And as for combos, each strike in the combo, with maybe some rare exceptions, pushes the opponent back a bit, meaning that he'll end up out of reach of your strikes, forcing you to end the combo. This leaves some design space for combo finishers, skills that end the combo and reset the fight's state regardless of where the opponent is, which rewards you for knowing when your combos end and popping the finisher at the right time, instead of swinging wildly and being surprised when one of your attacks hits air. Also, obviously, pulls can be used to extend combos.
And you would only have a limited ammount of those special skills avaliable in a fight. There's a lot of room for customization by choosing the skills you want to pack. Want to overwhelm opponents with guard breaks? Perform long combos by chaining attacks with long reach and pulls? Play defensively by keeping the opponent away with pushes and occasionally striking when an opportunity presents itself? Fight with a counter based style, waiting for the opponent to strike so you can punish them for it? Just choose the right skills for the job! This could actualy be interesting with a multiplayer element!
But, of course, I am far away from having the coding skill necessary to make this, as awesome as it sounds. When I get to that stage, I think the best thing to do would be a short proof of concept game, with not much story. Just a simple game about a gladiator fighting his way up.
And, of course, nothing is set in stone. Anything I wrote about here is subject to change, of course. It's just a very rough idea now.
End wall of text.
Make the player use offense
author=masterofmayhem
Good point. I’ll start by ignoring what you have to say.
That's it! I'm proud of you.
Tiny Dr. Fetus sprite!
Looks pretty good so far. Some of the animations could use some tweens to smooth them out, but like it is now, it has a kind of old school feel. What you should do now is work on shading and anti-aliasing.
Promised Abyss
You mean sort of like everyone standing in a point in a scale, one end being fully human and the other fully demonic?
Promised Abyss
author=Fugue
by the way i have wanted to ask for a while: what is it with you and souls?
Craze likes them for breakfast, and lunch, and dinner... And whenever he feels like taking a snack.
Make the player use offense
author=masterofmayhem
And when I said “exploitable weakness” I met one that turns a long fight into a short one. Of course you have to make sure that exploit is fairly obvious for the player to figure out other they will complain about it being a long annoying fight.
And what's the difference between that and having a less gamebreaking weakness and less HP? What you're doing is giving the player only one way of beating the boss, which is a bad idea. You're discouraging creativity by giving the bosses one weakness to rule them all. And it's very easy to make a fight too easy that way. I'm convinced that the main reason why so many boss fights are trivialized in Pokémon is because elemental weaknesses double the damage dealt.
author=masterofmayhem
However I do believe that reducing healing would help make the game more difficult and/or fast-paced it that’s what you want to do. Just be prepared to have people complain about it.
Heh... A game designer that caves in with complaining from those who don't understand the reasoning behind the mechanics does not deserve to be called a game designer.
Make the player use offense
author=masterofmayhem
That’s the thing isn’t it? The whole make the enemy do more damage thing, doesn’t really discourage turtling, it encourages it.
And if you make the enemy do less damage, you´re making it even easier to turtle. If the damage is low enough, yeah, it makes it so turtling is not needed, but it also makes for an enemy that is not a threat.
author=masterofmayhem
Maybe instead of making the enemies do more damage the better solution might be to give the boss massive HP and/or defences, but also have one or two obvious weakness to exploit the hell out of.
Absolutely not. The worst kind of boss battle is a nonthreatening boss with an HP pool large enough to have a noticeable gravitational field. You're making the battle be a nearly endless boring grind. Once you figure out the boss' pattern and how to counter it, the fight should be over soon after that.
What we're trying to do here is shift the mindset of the battles from "be the last man standing" to "kill or be killed". The more I think about it, the more I feel like the solution is not in changing the bosses, but in rebalancing the party's skills.
You want to make a super offensive game? Nerf healing to oblivion! Want to make a balanced offensive game? Nerf healing less.
The problem here is not defense as a whole. The problem is healing specifically. Healing is too powerful. There is no problem with allowing players to effectively negate or reduce damage. Hell, there's even some merit to a super damaging boss that forces the player to rotate some mitigation abilities to survive. The real problem is when you can make the damage the boss deals irrelevant. If you can heal back all of the damage the boss deals, you've made it irrelevant, not a threat.
Nerf heals. Make them heal less, or make them horribly cost ineffective, or whatever, but nerf them. Turtling suddenly becomes not a way to win battles, but a way to buy time so you can win battles through other means. If you don't know what those other means to win the battles are, you're just delaying your death. And if you commit your whole party to turtling, you aren't getting anywhere. Every turn you fully spend on turtling is just a step closer to your eventual defeat. You need to have someone focusing on offense at all times to progress through a battle.
TL;DR: Start by nerfing heals, figure out how to belance the game from there.













