KILLER WOLF'S PROFILE
Killer Wolf
1235
When you're bound by your own convictions, a discipline can be your addiction.
Search
Filter
Strategy RPG Game Idea
I don't think the concept is prohibitive for Rm2k3 use. If you put a variable for "party turns" that counts up whenever a battle command is chosen, and check it against the number of members in the party, you should be able to kick out of the battle event when you reach your total. You can limit enemy actions with switches. Have a 'Melee enemy being attacked at Range' switch, so that even if the kick-out event hitches a little in the dbs, the enemy can't attack the archer that is out of his natural range. Or even better, have an enemy skill turn on the switch that kicks the party back out of the battle event.
Then, when the party actually engages an enemy at melee range, switch the attacked at range switch off, allowing the enemy's attacks to function normally.
Then, when the party actually engages an enemy at melee range, switch the attacked at range switch off, allowing the enemy's attacks to function normally.
Strategy RPG Game Idea
You might look into the Shining Force games from the Genesis era. They had tactical movement, and they cut away to a specialized "attack view." With a fistful of variables and some events, you could mock up the basic shell for it.
The movement would probably come back to a pathfinding issue, unless all of the enemy's movements are pre-baked. Then, you just do touch encounters for melee and a distance solution for ranged attacks, after which you kick it out to the DBS.
The trick is to have events in the DBS that will track the damage done to party members/enemies, and a "after x turns" to kick you back out to the normal map. At the start of each mini-instance of the DBS, you use the variables for enemy health to chop them down to the current value, opposed to the defaults set in the database.
You could also track the position of other player units and enemies, so that if enough are in an area, they could join in on that combat instance to gang up on an enemy or get ambushed by them. (A slight outgrowth of something I'm playing with for my western.)
If I get some extra time this weekend, I may try to knock something together you could use as a jumping off point.
The movement would probably come back to a pathfinding issue, unless all of the enemy's movements are pre-baked. Then, you just do touch encounters for melee and a distance solution for ranged attacks, after which you kick it out to the DBS.
The trick is to have events in the DBS that will track the damage done to party members/enemies, and a "after x turns" to kick you back out to the normal map. At the start of each mini-instance of the DBS, you use the variables for enemy health to chop them down to the current value, opposed to the defaults set in the database.
You could also track the position of other player units and enemies, so that if enough are in an area, they could join in on that combat instance to gang up on an enemy or get ambushed by them. (A slight outgrowth of something I'm playing with for my western.)
If I get some extra time this weekend, I may try to knock something together you could use as a jumping off point.
I would appreciate some feedback about the skill system for my western.
In my (very briefly) released Star Wars themed rpg, it wasn't uncommon to have a force user burn through half to 3/4's of their mp in a single encounter... but enemies showed up on the screen, so the player could take time to recover with a meditation skill between battles. When a friend of mine tested it for me, he said it turned combat into a game of red-light green-light. He'd get into a fight, use the buffs and special powers, while he had the rest of the party use their 0mp skills (which had lower accuracy then the force effects did)... and then he'd have to camp out for about fifteen seconds while the meditation skill replenished his main character's mp.
I was trying to get away from that kind of hurry up and wait mechanic with the Gimmicks, by awarding the "fate coins" for advancing the plot/mopping an enemy up in record time, but I see what you mean about it feeling too limiting. I'm liking the idea of maybe letting Gimmick use be persistent, but limiting the activations per battle, although it will require a couple of tweaks to the class balances.
The original approach was for the gunslinger class to have less starting Gimmick stocks than the other classes, to balance out the fact that they'll get the opportunity to grab most all of the Gunplay techniques, while the Gambler, as a contrast, has a relatively slow gunplay progression, but has about twice the number of stocks at the beginning, and a somewhat easier time obtaining new Gimmicks. I've been trying to balance the classes back and forth so that everyone is the best at something and the worst at something else.
As for MP/Bullet restoration, at first I was just going to use inventory items like "Box of Bullets", "Quick Loader", "Shotgun Shells" as mp restoratives. The problem was that a character using a rifle could still use the Shotgun Shells item to recover his "MP." I considered just having a generic "bullets" item that would completely restore the bullets/mp for a character, but it felt like a cop out. Now what I'm doing still uses inventory items, but not directly. I've replaced the "Defend" command with "Reload". It triggers an event that checks what weapon the character has equipped, and then checks to see if they have enough bullets in their inventory to do a full reload. If they do, the mp is completely restored and the bullets are removed from the inventory, and if they don't, they gain back as many "mp" as they DO have bullets for. If they are out of ammunition for the selected weapon type, they get a message telling them they can't complete the reload. I'm working on an in-combat weapon swap, which unfortunately requires several different variables to keep track of the max/current ammo for each of the main character's possible weapons.
I am planning on keeping the number of enemy encounters per area pretty low. It doesn't make sense to fight thousands of enemies in the Old West. It is also a fairness thing, though, since the after-effects of combat can be fairly problematic. I'm building a list of status effects ranging from grazed to gutshot and beyond. I want to drive home the idea that a bunch of people shooting at each other with guns isn't something to take lightly, and that finding a way to get an advantage in combat is key. Depending on how many enemies are in range, the party can face up to six opponents at time, so the best strategy would be to try and ambush enemies when they're far apart and whittle them down, especially if they happen to be going it alone at the time.
I was trying to get away from that kind of hurry up and wait mechanic with the Gimmicks, by awarding the "fate coins" for advancing the plot/mopping an enemy up in record time, but I see what you mean about it feeling too limiting. I'm liking the idea of maybe letting Gimmick use be persistent, but limiting the activations per battle, although it will require a couple of tweaks to the class balances.
The original approach was for the gunslinger class to have less starting Gimmick stocks than the other classes, to balance out the fact that they'll get the opportunity to grab most all of the Gunplay techniques, while the Gambler, as a contrast, has a relatively slow gunplay progression, but has about twice the number of stocks at the beginning, and a somewhat easier time obtaining new Gimmicks. I've been trying to balance the classes back and forth so that everyone is the best at something and the worst at something else.
As for MP/Bullet restoration, at first I was just going to use inventory items like "Box of Bullets", "Quick Loader", "Shotgun Shells" as mp restoratives. The problem was that a character using a rifle could still use the Shotgun Shells item to recover his "MP." I considered just having a generic "bullets" item that would completely restore the bullets/mp for a character, but it felt like a cop out. Now what I'm doing still uses inventory items, but not directly. I've replaced the "Defend" command with "Reload". It triggers an event that checks what weapon the character has equipped, and then checks to see if they have enough bullets in their inventory to do a full reload. If they do, the mp is completely restored and the bullets are removed from the inventory, and if they don't, they gain back as many "mp" as they DO have bullets for. If they are out of ammunition for the selected weapon type, they get a message telling them they can't complete the reload. I'm working on an in-combat weapon swap, which unfortunately requires several different variables to keep track of the max/current ammo for each of the main character's possible weapons.
I am planning on keeping the number of enemy encounters per area pretty low. It doesn't make sense to fight thousands of enemies in the Old West. It is also a fairness thing, though, since the after-effects of combat can be fairly problematic. I'm building a list of status effects ranging from grazed to gutshot and beyond. I want to drive home the idea that a bunch of people shooting at each other with guns isn't something to take lightly, and that finding a way to get an advantage in combat is key. Depending on how many enemies are in range, the party can face up to six opponents at time, so the best strategy would be to try and ambush enemies when they're far apart and whittle them down, especially if they happen to be going it alone at the time.
I would appreciate some feedback about the skill system for my western.
In combat, my western features two types of skills: Gunplay, and Gimmicks.
Gunplay is fairly self explanatory. I'm using the mp stat to track bullets for each character. The characters can specialize in Pistols, Rifles, and Shotguns. I'm going for an older crpg level progression style, where the player gets a point every level or two that they can use to upgrade their techniques. The Initial/Untrained skills for any class of weapon are fairly terrible, but a couple of points in, the player gets a nice arsenal of attacks. The cost for any single shot will always be 1 mp/bullet, so it is up to the player to decide what shot to use in any situation. I'm planning on showing the percentage to hit in either the skill's description or name, so a player can make an informed decision between that 60% chance of inflicting slow with "Shin Buster", the 25% percent chance of an instant kill with "Headhunter", or the tried and true Quick Shot with its 95% success rate. Of course the option to branch out exists, letting the player specialize in aimed status inflicting shots, multiple shots on a single target, or the spray and pray approach that consumes ammo fast, but can shred an enemy party in a single turn at high levels.
That brings us to the Gimmick portion of combat. Each class has their own style, so here are a handful of options from each. The Preacher can buff the stats of his party with a rousing sermon, cow the enemies into losing their own faith/combat effectiveness through Judgment, or even perform "miracle" acts of healing - thus freeing up valuable first aid supplies for the REAL emergencies. The gunslinger can activate a mode that automatically reloads his weapons as long as there are bullets in the inventory (thus granting unlimited gunplay use, inventory permitting, for a handful of turns), greatly boost his own resistance to all damage types, scan enemies with a Squint, or even make them lose their nerve with a Glare. The Gambler can effect the enemy with his luck (turns on a switch that forces them to use versions of their own attacks with a much higher failure rate), turn on a mode that greatly enhances the effectiveness of his throwing knives, and even make use of his hand speed and reflexes by gaining a kind of auto-haste whenever he uses the attack type he linked it with during level up. The scout can substitute in altered versions of his standard shots that will deal much greater damage for a number of turns, grant the party guaranteed initiative in battle, make the party invisible to enemies on the map, and greatly increase the likelihood of beneficial encounters on the world map.
The only catch? Since I'm already using the mp stat for bullets, all the gimmicks fall under the old "You can use X number of times per 24 hours (ingame)." If a gunslinger character only has two stocks, and he has to turn on his ultra-resistance and free-fire modes in the same battle, he's going to be stuck with just his regular gunplay and item use until 24 hours go by. Of course, sleeping at a campsite or in a hotel will reset the counter.
There are also Social Gimmicks which are handled separately, with a sort of cooldown timer imposed by failure. They are stat based, with a random roll added to the determining statistic (along with any bonuses taken at level ups) to represent the touch of Lady Luck.
I'm planning on having the Gimmicks and Stocks level up separately, so that the player can choose between whether they would like to have a small number of powers they can use fairly often, or a wide variety of techniques that they need to be a little more selective in their application of.
There are also Fate Coins (name in progress) that will be awarded for accomplishments in the game, progress in the story, and exemplary performance in combat. These can be used to grant instant recovery to a character who is wounded/unconscious, move a chosen character's injury or disease rating back one step on the track, or to recharge a character's stock. They can also be used on characters will full stock to generate Over Stock (name change pending). The Over Stocks would not recharge after use like regular Stocks. Fate coins are linked to specific characters though, so one party member's fate coin can't be used to revive another, but events like completing a main story quest will grant a fate coin to every active party member.
So, I'm curious if this sounds like a royal pain in the backside, or a workable approach to my skill setup. I know it is kind of old school. One of the first RPGs I ever played was Pool of Radiance (Not Myth Drannor), back in the Tandy1000 days. The basic concept for my western has sort of transformed from "ABS Spaghetti Western Player Choice-Fest" into "Old School CRPG approach to Spaghetti Western Player Choice-Fest."
Gunplay is fairly self explanatory. I'm using the mp stat to track bullets for each character. The characters can specialize in Pistols, Rifles, and Shotguns. I'm going for an older crpg level progression style, where the player gets a point every level or two that they can use to upgrade their techniques. The Initial/Untrained skills for any class of weapon are fairly terrible, but a couple of points in, the player gets a nice arsenal of attacks. The cost for any single shot will always be 1 mp/bullet, so it is up to the player to decide what shot to use in any situation. I'm planning on showing the percentage to hit in either the skill's description or name, so a player can make an informed decision between that 60% chance of inflicting slow with "Shin Buster", the 25% percent chance of an instant kill with "Headhunter", or the tried and true Quick Shot with its 95% success rate. Of course the option to branch out exists, letting the player specialize in aimed status inflicting shots, multiple shots on a single target, or the spray and pray approach that consumes ammo fast, but can shred an enemy party in a single turn at high levels.
That brings us to the Gimmick portion of combat. Each class has their own style, so here are a handful of options from each. The Preacher can buff the stats of his party with a rousing sermon, cow the enemies into losing their own faith/combat effectiveness through Judgment, or even perform "miracle" acts of healing - thus freeing up valuable first aid supplies for the REAL emergencies. The gunslinger can activate a mode that automatically reloads his weapons as long as there are bullets in the inventory (thus granting unlimited gunplay use, inventory permitting, for a handful of turns), greatly boost his own resistance to all damage types, scan enemies with a Squint, or even make them lose their nerve with a Glare. The Gambler can effect the enemy with his luck (turns on a switch that forces them to use versions of their own attacks with a much higher failure rate), turn on a mode that greatly enhances the effectiveness of his throwing knives, and even make use of his hand speed and reflexes by gaining a kind of auto-haste whenever he uses the attack type he linked it with during level up. The scout can substitute in altered versions of his standard shots that will deal much greater damage for a number of turns, grant the party guaranteed initiative in battle, make the party invisible to enemies on the map, and greatly increase the likelihood of beneficial encounters on the world map.
The only catch? Since I'm already using the mp stat for bullets, all the gimmicks fall under the old "You can use X number of times per 24 hours (ingame)." If a gunslinger character only has two stocks, and he has to turn on his ultra-resistance and free-fire modes in the same battle, he's going to be stuck with just his regular gunplay and item use until 24 hours go by. Of course, sleeping at a campsite or in a hotel will reset the counter.
There are also Social Gimmicks which are handled separately, with a sort of cooldown timer imposed by failure. They are stat based, with a random roll added to the determining statistic (along with any bonuses taken at level ups) to represent the touch of Lady Luck.
I'm planning on having the Gimmicks and Stocks level up separately, so that the player can choose between whether they would like to have a small number of powers they can use fairly often, or a wide variety of techniques that they need to be a little more selective in their application of.
There are also Fate Coins (name in progress) that will be awarded for accomplishments in the game, progress in the story, and exemplary performance in combat. These can be used to grant instant recovery to a character who is wounded/unconscious, move a chosen character's injury or disease rating back one step on the track, or to recharge a character's stock. They can also be used on characters will full stock to generate Over Stock (name change pending). The Over Stocks would not recharge after use like regular Stocks. Fate coins are linked to specific characters though, so one party member's fate coin can't be used to revive another, but events like completing a main story quest will grant a fate coin to every active party member.
So, I'm curious if this sounds like a royal pain in the backside, or a workable approach to my skill setup. I know it is kind of old school. One of the first RPGs I ever played was Pool of Radiance (Not Myth Drannor), back in the Tandy1000 days. The basic concept for my western has sort of transformed from "ABS Spaghetti Western Player Choice-Fest" into "Old School CRPG approach to Spaghetti Western Player Choice-Fest."
Strategy RPG Game Idea
author=Link_2112
It's been done - http://rpgmaker.net/tutorials/547/
Thanks! I thought I'd seen reference to an article about it at one point, but I didn't recall if it was here or back on GW, so I just went ahead and designed my own system from first principles.
EDIT - I must have been thinking of a different article/tutorial, because it looks like that one is recent and the one I remember hearing about was months/a year+ ago... my time compression is acting up again.
Strategy RPG Game Idea
As I see it, the first issue will probably be pathfinding. RPGmaker is not well suited to that. I've been toying with a pathfinding workaround using terrain id and the distance equation to try and come up with the best route. You can compress it into a smaller number of events and use a master variable to track which unit is being solved for at any time, but it isn't exactly fast.
I think pathfinding for a strategy rpg MIGHT be a little easier, since the player probably doesn't directly control a unit's movement, they just tell it where to go and it goes there. With both player objects and enemy objects following the same set of rules, there SHOULD be less slip-ups.
I'd suggest making multiple tiles of each ground type with different ids. That way you can draw a path around objects and keep units moving reliably, instead of requiring a set of calculations whenever one of your "feeler" events hits a roadblock. You will still need a "case by case" set of events to deal with things like player built structures getting in the way of existing routes.
I know it is probably rudimentary, but regardless of what I'm working in, my first step in any pathfinding attempt is getting the test object I'm solving for to be able to navigate a maze by itself.
I know a pathfinding discourse is probably not what you were looking for with this topic, but a game with a strategic bent is going to require some finesse in that department. Outflanking an enemy that gets stymied by a hedge doesn't give the player a great sense of accomplishment.
I think pathfinding for a strategy rpg MIGHT be a little easier, since the player probably doesn't directly control a unit's movement, they just tell it where to go and it goes there. With both player objects and enemy objects following the same set of rules, there SHOULD be less slip-ups.
I'd suggest making multiple tiles of each ground type with different ids. That way you can draw a path around objects and keep units moving reliably, instead of requiring a set of calculations whenever one of your "feeler" events hits a roadblock. You will still need a "case by case" set of events to deal with things like player built structures getting in the way of existing routes.
I know it is probably rudimentary, but regardless of what I'm working in, my first step in any pathfinding attempt is getting the test object I'm solving for to be able to navigate a maze by itself.
I know a pathfinding discourse is probably not what you were looking for with this topic, but a game with a strategic bent is going to require some finesse in that department. Outflanking an enemy that gets stymied by a hedge doesn't give the player a great sense of accomplishment.
Design of my next project: in need of opinions and feedback
Sorry to double post, but someone just sent me a link to something that reminded me of this.
http://www.collegehumor.com/video/6551577/man-vs-wild-rpg
http://www.collegehumor.com/video/6551577/man-vs-wild-rpg
A good intro
Right now, the new intro for my western is a slow pan over the main hub town, showing brief glimpses of interaction between the characters that will act as quest givers/foils/and friends. The camera then pans back to main street where a horse is walking into frame. There is a man slumped over on the horse's back, dripping blood from his wounds. When the horse stops, the guy falls off. This man is your protagonist, and he is currently in need of a doctor. When the hero wakes up,it is in the doctor's office, with said doctor talking to him about his injuries. The player picks a scar (a way of damaging one starting stat in favor of another, to help shape the character) and, via asking about their possessions, chooses their starting class (Gunslinger, Gambler, Scout, or Preacher). One of the early quest motivations is earning the money to pay the doctor back for the heroic measures (and pricey medicine) it took to keep the player alive.
Design of my next project: in need of opinions and feedback
I like how the project sounds, even if the first thing that popped into my mind when I read through the suggestions was "Bear Grylls jumping out of Oceanic Flight 815 over a certain island..."
I'm trying to build a hunger/thirst/health system into my western right now. I'm using status ailments for certain states, and having counters in common events that track the progression. The hungry stat takes x in-game hours to become starving, etc. One benefit is that it cuts down the total number of variables, since I can use the "If player is in condition x" to track a good portion of situations. Also, since my game has battles, I use the status ailments to block off certain skills.
Another angle you might include is dealing with injury/wounds. If you take the route of other people with the player, at least initially, this gives you a chance to go the field medic route. Have to find a branch to make a splint, have to boil water to clean instruments, might have to amputate a gangrenous limb. Possibly there are rare bugs on the island whose sting imparts a fever (and possibly hallucinations, which could be a logical out if the story starts to go too far off the supernatural rails, although that might be considered a cop out).
The trick is to balance is so the player isn't feeling punished, but to keep it "real" for a survival situation. If someone has taken too long to get food, they can't focus enough to set up lures and traps, or to build a fire. If they're shivering too hard to think, they might not get that spark of brilliance that tells them to gut the animal they just caught/killed and climb inside/wear the pelt for warmth.
You could even make failure part of the scenario. The player tries their best, but they just get caught in a bad situation. This is where having someone else on the island can come into play (someone whose presence pre-dates the player, not just one of the possible fellow ship/plain wreck refuges). The person helps the player out, maybe gives them some survival training/pointers... but part of the story end is "Can I really trust this person? Why is he here? Is he a hallucination? Do I look like a meal on hoof?"
As obvious a suggestion as it might be, I'd suggest watching a bunch of Man vs Wild and Dual Survival. You can get a wealth of information that might spark some interesting ideas. Heck, you might even throw in a viewing of Castaway.
I also really like the suggestion about the two additional characters, one the players age and one younger, with the younger one eventually becoming the player's responsibility. It brings in other elements of survival. Is the player just trying to save himself, or will he/she make the big risks for someone else?
I like the idea of a curse or ghost or something tied with the island, that could possibly be responsible for the player's crash/arrival. As compelling as trying to keep your character alive may be, you are going to need some extra threads to tie everything together.
I'm trying to build a hunger/thirst/health system into my western right now. I'm using status ailments for certain states, and having counters in common events that track the progression. The hungry stat takes x in-game hours to become starving, etc. One benefit is that it cuts down the total number of variables, since I can use the "If player is in condition x" to track a good portion of situations. Also, since my game has battles, I use the status ailments to block off certain skills.
Another angle you might include is dealing with injury/wounds. If you take the route of other people with the player, at least initially, this gives you a chance to go the field medic route. Have to find a branch to make a splint, have to boil water to clean instruments, might have to amputate a gangrenous limb. Possibly there are rare bugs on the island whose sting imparts a fever (and possibly hallucinations, which could be a logical out if the story starts to go too far off the supernatural rails, although that might be considered a cop out).
The trick is to balance is so the player isn't feeling punished, but to keep it "real" for a survival situation. If someone has taken too long to get food, they can't focus enough to set up lures and traps, or to build a fire. If they're shivering too hard to think, they might not get that spark of brilliance that tells them to gut the animal they just caught/killed and climb inside/wear the pelt for warmth.
You could even make failure part of the scenario. The player tries their best, but they just get caught in a bad situation. This is where having someone else on the island can come into play (someone whose presence pre-dates the player, not just one of the possible fellow ship/plain wreck refuges). The person helps the player out, maybe gives them some survival training/pointers... but part of the story end is "Can I really trust this person? Why is he here? Is he a hallucination? Do I look like a meal on hoof?"
As obvious a suggestion as it might be, I'd suggest watching a bunch of Man vs Wild and Dual Survival. You can get a wealth of information that might spark some interesting ideas. Heck, you might even throw in a viewing of Castaway.
I also really like the suggestion about the two additional characters, one the players age and one younger, with the younger one eventually becoming the player's responsibility. It brings in other elements of survival. Is the player just trying to save himself, or will he/she make the big risks for someone else?
I like the idea of a curse or ghost or something tied with the island, that could possibly be responsible for the player's crash/arrival. As compelling as trying to keep your character alive may be, you are going to need some extra threads to tie everything together.
What Videogames Are You Playing Right Now?
I like the one where Jensen tricks one guy into punching his own buddy before putting him down.
I also had a couple of funny situational ones. I screwed up, a guy saw me and went for the nearby alarm. I sprinted after him and put him in a sleeper hold. I also found it funny that the enemies seem to try to "tap out" when Jensen is choking them. It is almost as if there is some Belltower guard who is known to go around choking his comrades for fun. Choke. Tap tap. "He's not stopping! Oh crap, that's not Bill!"... unconscious.
I also had a couple of funny situational ones. I screwed up, a guy saw me and went for the nearby alarm. I sprinted after him and put him in a sleeper hold. I also found it funny that the enemies seem to try to "tap out" when Jensen is choking them. It is almost as if there is some Belltower guard who is known to go around choking his comrades for fun. Choke. Tap tap. "He's not stopping! Oh crap, that's not Bill!"... unconscious.













