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Real-Time Battle System Part 1
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I'm gonna teach everyone how to innovate CBS's soon! Easy-to-understand tutorial coming soon from moi!!
I'm gonna teach everyone how to innovate CBS's soon! Easy-to-understand tutorial coming soon from moi!!
Real-Time Battle System Part 1
This is a nice ABS.
As a side note, I don't think you need to have an else parameter when making a parallel process common event like this. It would basically move on to the next condition if the first one isnt met, and if nothing is met, then nothing happens.
Having else parameters confuses the game into executing the else if the first isnt true, and it can cause unnecessary nested forks.
As a side note, I don't think you need to have an else parameter when making a parallel process common event like this. It would basically move on to the next condition if the first one isnt met, and if nothing is met, then nothing happens.
Having else parameters confuses the game into executing the else if the first isnt true, and it can cause unnecessary nested forks.
RPG Auditions Today! Characters Wanted!
This is pretty good. I completely agree with your take on NPCs and towns in general. Each town should strive to be original, or to have an outstanding feature or NPC about that town. This town has the dojo where the master kicked your ass. (Mario RPG, Monster Town) That town had every item that you ever sold in the game, and a casino to boot (Lufia II, Forfeit Island) etc.
I don't have to re-play these games to remember the names of the towns---they are memorable in themselves.
I, however, believe that a town must be completely alive somehow, in the absence or presence of a player or character. This is a point where even some commercial RPGs falter, but we in the indie-creation community should strive to improve on this. Even if the memorable NPC from a town went on vacation--how difficult is it to make him disappear and have someone standing on his tile saying "I really miss that guy."?
I don't have to re-play these games to remember the names of the towns---they are memorable in themselves.
I, however, believe that a town must be completely alive somehow, in the absence or presence of a player or character. This is a point where even some commercial RPGs falter, but we in the indie-creation community should strive to improve on this. Even if the memorable NPC from a town went on vacation--how difficult is it to make him disappear and have someone standing on his tile saying "I really miss that guy."?
Four Alternatives to Random Encounters
Excellent! You touched upon many (however, certaintly not all, of the encounter systems for an RPG.
Ultimaodin: Those two systems actually fall under population control, and random encounter, respectively. If you only encounter battle when the encounter meter reaches the top, this is a form of population control.
Also, if you only encounter battle in heavily forested areas, for example, are you implying that every time you touch a forest tile you get into a battle? Or would I have to walk around forest tiles and wait for a battle to come to me?
Ultimaodin: Those two systems actually fall under population control, and random encounter, respectively. If you only encounter battle when the encounter meter reaches the top, this is a form of population control.
Also, if you only encounter battle in heavily forested areas, for example, are you implying that every time you touch a forest tile you get into a battle? Or would I have to walk around forest tiles and wait for a battle to come to me?
Gameplay Consistency
It's funny that you wrote an article that comprises of this element of RPG creation. Once, a long time ago, there was a great RPG Maker 2000 game that allowed the player to jump. You didn't have to press a button---just walk up to an object that was one level above you, and you could scale it.
From that object, you could
And it was great! But, a little while after, I guess the creator got tired of coding jumpable objects, and mid-way through the game, nothing was jumpable anymore. And I was trying to scale something to see if there was a treasure on top of some boxes, and it was mysteriously removed from the game...
Ultimately, very frustrating. Why implement it at all if you weren't going to follow through?
From that object, you could
- Scale to an object one level above that
- Walk on the same plane/level you were on
- Drop to a level below that
And it was great! But, a little while after, I guess the creator got tired of coding jumpable objects, and mid-way through the game, nothing was jumpable anymore. And I was trying to scale something to see if there was a treasure on top of some boxes, and it was mysteriously removed from the game...
Ultimately, very frustrating. Why implement it at all if you weren't going to follow through?
Skill Set Theory
Very interesting insight. I especially enjoyed the auxiliary functions, such as Steal and Status Effects. I distinctly remember Vagrant Story's elemental system, and an extreme homebrewn RPG using this concept would definitely recieve massive praise from the hardcore RPG fans.
Dungeon Theory
This is absolutely excellent. Thank you for this insightful (and admittedly entertaining) insight into dungeon creation, and theory. Your articles are very complete and self-sufficient, and the quality is always superior.
Kudos!
Kudos!
When Linearity Attacks!
This is very interesting. I especially like the fact that you mentioned SaGa Frontier as a non-linear game. Usually, the less linear a game is, the more the developer has to pay attention to keeping the player informed about his abilities.
In SaGa Frontier, the monster's abilities were directly co-related to the player's. Therefore, it didn't matter at what point you fought what monster/boss---it was all dependant on your HP, Strength, Agility, etc.
However, something interested happened once you got to the insanely strong levels---you were unable to beat even the simplest monsters, because your enemies were also insanely strong. And, as we all know, monsters have to have a strength curve in order to keep up with your armors, etc.
The only exception to this in any SaGa Frontier storyline was the last boss--they always had the same parameters, regardless of whether you were fighting them earlier or later in your characters' development.
Just an option to consider if you are creating a non-linear game and are wondering how to work out the balancing issues.
In SaGa Frontier, the monster's abilities were directly co-related to the player's. Therefore, it didn't matter at what point you fought what monster/boss---it was all dependant on your HP, Strength, Agility, etc.
However, something interested happened once you got to the insanely strong levels---you were unable to beat even the simplest monsters, because your enemies were also insanely strong. And, as we all know, monsters have to have a strength curve in order to keep up with your armors, etc.
The only exception to this in any SaGa Frontier storyline was the last boss--they always had the same parameters, regardless of whether you were fighting them earlier or later in your characters' development.
Just an option to consider if you are creating a non-linear game and are wondering how to work out the balancing issues.
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