FHIZBAN'S PROFILE
Fhizban
68
* Fulltime-job programmer (PHP/SQL/CGI/PERL)
* Dungeon Crawl adict
* Shining Force fanboy
* Secret of Mana fanboy
* Roguelike/Shiren/Torneko fanboy
* Oldschool console/PC RPG game fan
* Spriter in training
* Dungeon Crawl adict
* Shining Force fanboy
* Secret of Mana fanboy
* Roguelike/Shiren/Torneko fanboy
* Oldschool console/PC RPG game fan
* Spriter in training
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Action Resolution System - Thoughts
Just a quick mockup I did during the weekend:
A menu like this could appear when entering a shop. Skill checks would be % based, so the color codes are only vague guidelines to the player

PS: Who is able to guess the games the font, the cursor and the textbox are from (only top part of the picture)? :-)
A menu like this could appear when entering a shop. Skill checks would be % based, so the color codes are only vague guidelines to the player

PS: Who is able to guess the games the font, the cursor and the textbox are from (only top part of the picture)? :-)
Action Resolution System - Thoughts
@Fallen-Griever @Darken
Understood and I am already feeling like "head against the wall". In fact I think a combination of both: the typical rpg system with combat and an action resolution system to spice up dialogs and map events could work. This is by the way the first think Feldschlacht suggested.
Im still thrilled by the "Use a ringmenu to make choices during non-combat". Maybe I launch the Maker and give it a try.
Understood and I am already feeling like "head against the wall". In fact I think a combination of both: the typical rpg system with combat and an action resolution system to spice up dialogs and map events could work. This is by the way the first think Feldschlacht suggested.
Im still thrilled by the "Use a ringmenu to make choices during non-combat". Maybe I launch the Maker and give it a try.
Action Resolution System - Thoughts
Thanks for the comments so far!
@Feldschlacht IV
There are many games on RMN wich feature only a few to almost no combats at all. Are all those games considered boring? No offense but - I try to keep this discussion as open minded as possible.
@Shinan / all
Good post thank you! Yes, there would also be a skill check - so every situation can have different results. When dealing with a situation, you gain experience - later on you can use the XP to increase your skill values (still very cloudy, but thats the current idea). I dont bother with UI issue of popping up menus - there will be only one action key and if you press it the menu appears. Some situations let the menu appear automatically and sometimes there are "hidden skill checks" where you do not have a choice.
@LockeZ
Very good! That is exactly the point: Basically you can use the systems and the complexity we already have and use it to represent other situations then just combat. But i really like to limit myself to the ringmenu thing, a simple system to suit any situation of a adventure game.
@all
The original game behind this idea was: You are a outlaw in a cyberpunk city, trying to make money by doing minor quests. there are also major quests wich advance the story. the game would take place only in the city and besides questing you have a lot of choices what to do. i want the player to be able to do whatever he wants: gambling, going to pubs, arm wrestling, buying fresh equipment, bump into NPCs on the streets once in a while and do the occiasonal quest.
And there would be combat, ringemenu based combat: Shootouts are quick and deadly, one shot from my predator and most enemies are a bubbling pile of gore on the floor. No need to make a detailled CBS where each shot takes 2d100+10 Hitpoints.
I would rather focus on the NPC/world interaction. Imagine you enter a store and before the shop menu appears, there is a ringmenu with choices: Buy, Leave, Haggle, Threaten, Use Psi
If you choose Haggle, Threaten or Use Psi succesfully this would result in better prices. If you fail to haggle the normal prices appear, If you fail magic the prices might even be higher than before. And failing to threaten the shopkeeper might result in police/guards appearing.
This is just one sample situation, now fill the game up with action resolution system based situations like this - and let there be hundreds of them. Still no fun?
I dont say anything against combat heavy games - its just, that there could be some room for new ideas. Like story-driven games with lots of decivise freedom, branching PC actions and focusing on all aspects of a "adventurers life" instead just on dealing with level ups and combat situations.
@Feldschlacht IV
There are many games on RMN wich feature only a few to almost no combats at all. Are all those games considered boring? No offense but - I try to keep this discussion as open minded as possible.
@Shinan / all
Good post thank you! Yes, there would also be a skill check - so every situation can have different results. When dealing with a situation, you gain experience - later on you can use the XP to increase your skill values (still very cloudy, but thats the current idea). I dont bother with UI issue of popping up menus - there will be only one action key and if you press it the menu appears. Some situations let the menu appear automatically and sometimes there are "hidden skill checks" where you do not have a choice.
@LockeZ
Very good! That is exactly the point: Basically you can use the systems and the complexity we already have and use it to represent other situations then just combat. But i really like to limit myself to the ringmenu thing, a simple system to suit any situation of a adventure game.
@all
The original game behind this idea was: You are a outlaw in a cyberpunk city, trying to make money by doing minor quests. there are also major quests wich advance the story. the game would take place only in the city and besides questing you have a lot of choices what to do. i want the player to be able to do whatever he wants: gambling, going to pubs, arm wrestling, buying fresh equipment, bump into NPCs on the streets once in a while and do the occiasonal quest.
And there would be combat, ringemenu based combat: Shootouts are quick and deadly, one shot from my predator and most enemies are a bubbling pile of gore on the floor. No need to make a detailled CBS where each shot takes 2d100+10 Hitpoints.
I would rather focus on the NPC/world interaction. Imagine you enter a store and before the shop menu appears, there is a ringmenu with choices: Buy, Leave, Haggle, Threaten, Use Psi
If you choose Haggle, Threaten or Use Psi succesfully this would result in better prices. If you fail to haggle the normal prices appear, If you fail magic the prices might even be higher than before. And failing to threaten the shopkeeper might result in police/guards appearing.
This is just one sample situation, now fill the game up with action resolution system based situations like this - and let there be hundreds of them. Still no fun?
I dont say anything against combat heavy games - its just, that there could be some room for new ideas. Like story-driven games with lots of decivise freedom, branching PC actions and focusing on all aspects of a "adventurers life" instead just on dealing with level ups and combat situations.
Action Resolution System - Thoughts
After having played so many RPGs, i get tired of the good old combat system and the game system in general. I would like to give something completely different a try: The Action Resolution System. Inspired by the days of the old pen-and-paper RPGs, this could be a new approach how to control conflicts in computer games:
My only question is: Would it be fun?
The Idea
First of all, imagine that there would be no battle system, there would also be no magic system. Oh yes, there will be skills, spells and weapons but all those things geared towards highly detailed realtime/turnbased combat would simply be cut out.
Instead, the game (wich would clearly be some kind of storytelling/adventure game) uses an action resolution system to handle all the things that happen to a player. Whenever a player fights, tries to pick a lock, sneaks past a guard, haggles with a merchant or tries to interrogate a witness - its always the action resolution that is used.
The system makes no difference between combat or non-combat, the framework is always the same. This waters down the game a lot, as it cuts out the enormous detail many games spend on combat and replaces it with a much simpler "general system" that focuses on the diversity of options.
How the System Works
Whenever the result of a situation is unclear, a ringmenu appears, showing the players choices. The number and type of choices are regulated by the situation itself. Each choice has a different success rate that depends on both: the players skills and the difficulty of the situation (or the skills of an enemy/NPC).
Different choices require different forms of energy like Healthpoints or Mana. Other choices require a certain item (like attacking, wich requires a weapon / or bribery wich requires money). All choices have a special result whenever you are successful or fail to accomplish the task.
The different choices are color coded to show you roughly the success rate: choices in grey are disabled and therefore not selectable (because of lacking skills or missing items), red is very hard to accomplish, then orange, then yellow, then dark green (very good chances of success) and finally bright green (piece of cake).
Examples
Situation: PC touches a motorbike
Choices: Ride (Driving skill required) or Cancel
Effect: PC rides the motorbike
Situation: PC convinces a doorman to let him in
Choices: Persuade (Fast talk skill required), Psi (Psi Ability required), Attack (Melee combat skill required)
Effect: Persuade - doorman lets PC in / or
Situation: PC tries to avoid a trap
Choices: Sneak past (Agility), Disarm (Technology), Psi
Effect: Trap succesfully avoided / or taking damage from it
Conclusion
I would like to see the system in action to finally make up my mind. But I would have to code it, as it seems no one has done something like this before. It reminds me a bit of Shenmue (http://de.wikipedia.org/wiki/Shenmue). I just cannot predict if it would work - this is why i post it here. The game would be so much simpler, faster, and more shallow due to the fact that "heavy impact parts" like the Final Fantasy battle system would be completely missing. No 3000 weapons, No 2000 armor, No 1000 spells & skills and instead just a simple ringmenu that lets you interact with almost every object in the game? Hmmm......
My current tought is that it would be rather lame. To make this system interesting the degree of interaction has to be increased a lot. Making it possible to interact with almost every object/scenery/terrain/NPC/enemy in the game. And alltogether with different specifications, choices and outcomes. So, it could work in a way that we remove the ultimate focus from combat and shift it something like "equally focusing on all aspects of a gameworld on a simpler base".
And there would have to be many of those aspect to be fun (driving your bike, getting your train, avoiding a trap, defeating your enemy, bargaining, interrogation, subterfuge, stealth, perception, gambling, drinking, balancing on a pole, catching flies with your bare hands, running faster than gunfire, jumping over pitfalls, convincing people, driving a tank, operating machinery, hacking computers, casting shamanistic rituals, calling the rat god, arm wrestling, playing billiard, convincing the taxi driver to drive you for fee, getting information out of hostages, etc. etc. etc. etc. etc.)
Just everything. Everything made simple. Everything equally simple. Combat just one feature among many.
Thats it. Feel free to discuss.
-Fhizban over and out
My only question is: Would it be fun?
The Idea
First of all, imagine that there would be no battle system, there would also be no magic system. Oh yes, there will be skills, spells and weapons but all those things geared towards highly detailed realtime/turnbased combat would simply be cut out.
Instead, the game (wich would clearly be some kind of storytelling/adventure game) uses an action resolution system to handle all the things that happen to a player. Whenever a player fights, tries to pick a lock, sneaks past a guard, haggles with a merchant or tries to interrogate a witness - its always the action resolution that is used.
The system makes no difference between combat or non-combat, the framework is always the same. This waters down the game a lot, as it cuts out the enormous detail many games spend on combat and replaces it with a much simpler "general system" that focuses on the diversity of options.
How the System Works
Whenever the result of a situation is unclear, a ringmenu appears, showing the players choices. The number and type of choices are regulated by the situation itself. Each choice has a different success rate that depends on both: the players skills and the difficulty of the situation (or the skills of an enemy/NPC).
Different choices require different forms of energy like Healthpoints or Mana. Other choices require a certain item (like attacking, wich requires a weapon / or bribery wich requires money). All choices have a special result whenever you are successful or fail to accomplish the task.
The different choices are color coded to show you roughly the success rate: choices in grey are disabled and therefore not selectable (because of lacking skills or missing items), red is very hard to accomplish, then orange, then yellow, then dark green (very good chances of success) and finally bright green (piece of cake).
Examples
Situation: PC touches a motorbike
Choices: Ride (Driving skill required) or Cancel
Effect: PC rides the motorbike
Situation: PC convinces a doorman to let him in
Choices: Persuade (Fast talk skill required), Psi (Psi Ability required), Attack (Melee combat skill required)
Effect: Persuade - doorman lets PC in / or
Situation: PC tries to avoid a trap
Choices: Sneak past (Agility), Disarm (Technology), Psi
Effect: Trap succesfully avoided / or taking damage from it
Conclusion
I would like to see the system in action to finally make up my mind. But I would have to code it, as it seems no one has done something like this before. It reminds me a bit of Shenmue (http://de.wikipedia.org/wiki/Shenmue). I just cannot predict if it would work - this is why i post it here. The game would be so much simpler, faster, and more shallow due to the fact that "heavy impact parts" like the Final Fantasy battle system would be completely missing. No 3000 weapons, No 2000 armor, No 1000 spells & skills and instead just a simple ringmenu that lets you interact with almost every object in the game? Hmmm......
My current tought is that it would be rather lame. To make this system interesting the degree of interaction has to be increased a lot. Making it possible to interact with almost every object/scenery/terrain/NPC/enemy in the game. And alltogether with different specifications, choices and outcomes. So, it could work in a way that we remove the ultimate focus from combat and shift it something like "equally focusing on all aspects of a gameworld on a simpler base".
And there would have to be many of those aspect to be fun (driving your bike, getting your train, avoiding a trap, defeating your enemy, bargaining, interrogation, subterfuge, stealth, perception, gambling, drinking, balancing on a pole, catching flies with your bare hands, running faster than gunfire, jumping over pitfalls, convincing people, driving a tank, operating machinery, hacking computers, casting shamanistic rituals, calling the rat god, arm wrestling, playing billiard, convincing the taxi driver to drive you for fee, getting information out of hostages, etc. etc. etc. etc. etc.)
Just everything. Everything made simple. Everything equally simple. Combat just one feature among many.
Thats it. Feel free to discuss.
-Fhizban over and out
Performance Scripting in 2k3
Thank you for the comments so far!
There are a few more tips I would like to share, will edit them in later on
@Fallen-Griever @LockeZ
Yes, this tutorial is really focused on the older makers, with XP/VX performance is usually not an issue anymore
There are a few more tips I would like to share, will edit them in later on
@Fallen-Griever @LockeZ
Yes, this tutorial is really focused on the older makers, with XP/VX performance is usually not an issue anymore
What are you working on now?
hacking 2k3 using a hex editor
Spend three days of lunch break at work to write a tutorial about "2k3 performance scripting" - first upload was denied, second upload just finished and pending.
Spend three days of lunch break at work to write a tutorial about "2k3 performance scripting" - first upload was denied, second upload just finished and pending.
Set Discrepancy
Being a big fan of the *Shock series this struck my heart when I first saw the "Medical Hypo" icon in a screenshot
Downloaded it, played it, got addicted before my wife was able to pull me away from the computer
*drool* I begin to fantasize about a RPGMaker System Shock/Rougelike sideproject...
2 thumbs up!
Downloaded it, played it, got addicted before my wife was able to pull me away from the computer
*drool* I begin to fantasize about a RPGMaker System Shock/Rougelike sideproject...
2 thumbs up!
Open Sandbox Engine
@Dante
Please be patient, I will release a "Skill Techdemo" someday - I think of you as a tester later on okay?
@Lord_Kries
Thank you very much *bows* - please subscribe, there is more to come!
Please be patient, I will release a "Skill Techdemo" someday - I think of you as a tester later on okay?
@Lord_Kries
Thank you very much *bows* - please subscribe, there is more to come!
newpaladin.jpg
Fhizban at your service!
Well hello, I am the new one...
30 y/o male from germany employed as fulltime programmer in a mailorder business run via internet. happily married, two children - family guy and absolute geek.
started with archon on the c64 and from there absorbed almost every rpg/action-adeventure/strategical i could get my hands on. dungeon master, eye of the beholder, final fantasy, shiren, torneko, phantasy star, might and magic, drakken, hillsfar, various rougelikes - just to name a few.
Q: why is an ancient like me using rpgmaker? (i focus only on the 2k3)
A: because oldschool is best we ever had.
in additon to that, i dont have much time and rpgmaker lets me get things done fast
Jobwise I work with PHP, MySQL, C and various Basic Dialects
This is why my games are no "art projects" - I focus on code
Thats it, if you need scripting help - I am at your service (RMN Mail)
30 y/o male from germany employed as fulltime programmer in a mailorder business run via internet. happily married, two children - family guy and absolute geek.
started with archon on the c64 and from there absorbed almost every rpg/action-adeventure/strategical i could get my hands on. dungeon master, eye of the beholder, final fantasy, shiren, torneko, phantasy star, might and magic, drakken, hillsfar, various rougelikes - just to name a few.
Q: why is an ancient like me using rpgmaker? (i focus only on the 2k3)
A: because oldschool is best we ever had.
in additon to that, i dont have much time and rpgmaker lets me get things done fast
Jobwise I work with PHP, MySQL, C and various Basic Dialects
This is why my games are no "art projects" - I focus on code
Thats it, if you need scripting help - I am at your service (RMN Mail)













