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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Random Map Events (not just battles)
hey there,
I like to spice up my maps using random map events. Not only random battles and NPCs running around but also noncombat stuff that can happen like:
# you meet a travelling merchant who offers his goods
# someone tries to pick your pockets!
# a guard asks you for your city pass
# a stranger draws you to the side and asks you for a favor
the point is: should I make theese map events visible to the player or not?
if everything is visible, the player would be able to avoid the pocket picking npcs and walk past the city guard as well
but if everything is hidden, the maps look empty and there is no real chance to prevent bumping into a hostile npc.
there could be skill check that makes npcs visible (or not) - but this complicates things very much.
there must be an easy solution - your two cents?
I like to spice up my maps using random map events. Not only random battles and NPCs running around but also noncombat stuff that can happen like:
# you meet a travelling merchant who offers his goods
# someone tries to pick your pockets!
# a guard asks you for your city pass
# a stranger draws you to the side and asks you for a favor
the point is: should I make theese map events visible to the player or not?
if everything is visible, the player would be able to avoid the pocket picking npcs and walk past the city guard as well
but if everything is hidden, the maps look empty and there is no real chance to prevent bumping into a hostile npc.
there could be skill check that makes npcs visible (or not) - but this complicates things very much.
there must be an easy solution - your two cents?
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
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)
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