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McBick
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Statistical Combat System
Yes, your right I got the idea from tabletop games. I balance the game by adjusting how much defense the enemy has, so that attacks have a 30-50% chance to hit with the best gear available at the time. I have enemy's HP adjusted, so the randomized damage doesn't make battles last to long. In the end I make sure battles average a certain amount of time to complete.
The purpose of the system is to make the player feel like he/she doesn't have control over how well battles go. This will discourage players from just spamming enter to attack. Unfortunately as of now all you do is attack, heal, or use spells, but I want to add more to the system, so that battles have more factors/randomness.
The purpose of the system is to make the player feel like he/she doesn't have control over how well battles go. This will discourage players from just spamming enter to attack. Unfortunately as of now all you do is attack, heal, or use spells, but I want to add more to the system, so that battles have more factors/randomness.
Parallax Mapping [RM2K3]
Parallax Mapping [RM2K3]
I wish. I was using gale to select the graphics then copy and paste it onto the part I wanted, this was a pain for walls. I just need a simple program that works similar to rpg maker's map editor.
Parallax Mapping [RM2K3]
I know what C++ is, what I didn't understand is why you would say that since I am using rpg maker. Maybe you didn't see that I am using rpg maker(its in the title). If I were to make a program to make maps then I might as well just use a different game engine. Also I can't stand C++ or any other similar languages. Thanks for your input though.
I am just looking for an easy way to make parallax maps for rpg maker 2003, so I can bypass using the limited chipset graphics.
@TehGuy
Thanks, but that doesn't help me because the maps I want to make require more graphics than the chipsets can have, so I won't be able to make the maps I want.
Edit: When I say parallax mapping in rm2k3 I mean using a parallax background for the map instead of creating the map with a chipset. I then use the chipset for the upper layers.
I am just looking for an easy way to make parallax maps for rpg maker 2003, so I can bypass using the limited chipset graphics.
@TehGuy
Thanks, but that doesn't help me because the maps I want to make require more graphics than the chipsets can have, so I won't be able to make the maps I want.
Edit: When I say parallax mapping in rm2k3 I mean using a parallax background for the map instead of creating the map with a chipset. I then use the chipset for the upper layers.
Statistical Combat System
I am currently working on a "Statistical" combat system. What I mean by statistical is that the combat mechanics are randomized. To elaborate, each time you attack instead of dealing a flat out number your damage is randomized from 1 to {Equipment + Relevant Stat + Buffs), but that's not all. Your defense as well as your enemies will determine if you block the damage by using a random percentage of (Weapon Accuracy + Stat Accuracy + Bonus) and checking if it is higher than a random percent of your enemy's (Equipment + Relevant Stat + Buffs) and if so the damage will be reduced to 0. I am still not sure how spells will work. Perhaps they will just ignore the enemy's defense or they will have a chance to fail or succeed when cast based on your stats, but the damage would still be randomized. This is for a turn based RPG.
I think this combat system can still be improved, but I am not sure how. What are some ways I can improve it?
Edit: When I say improve I mean add onto, such as ideas/features that could make good use of this type of combat system.
I thought about maybe adding attack styles such as bash, cleave, slash, stab, etc that would add to your attacks. Examples: cleave would hit enemies adjacent to the target, bash could stun an enemy for a turn, stab could cause a bleeding effect(similar to poison except based on percent of target Max HP), slash would have a critical chance(Critical multiplier could be randomized from 1-X). These attack styles would be triggered depending on the percentage of your damage. Examples: bash would be used if your damage was 91-100% of your max hit, cleave 81-90%, stab 1-10%, slash 41-80%. Maybe have different weapons have different attack styles or have weapons be more likely to use an attack style. Examples: using a mace type weapon would increase the parameters of bash to 85-100%, dagger would change stab parameters to 1-15%, etc.
I think this combat system can still be improved, but I am not sure how. What are some ways I can improve it?
Edit: When I say improve I mean add onto, such as ideas/features that could make good use of this type of combat system.
I thought about maybe adding attack styles such as bash, cleave, slash, stab, etc that would add to your attacks. Examples: cleave would hit enemies adjacent to the target, bash could stun an enemy for a turn, stab could cause a bleeding effect(similar to poison except based on percent of target Max HP), slash would have a critical chance(Critical multiplier could be randomized from 1-X). These attack styles would be triggered depending on the percentage of your damage. Examples: bash would be used if your damage was 91-100% of your max hit, cleave 81-90%, stab 1-10%, slash 41-80%. Maybe have different weapons have different attack styles or have weapons be more likely to use an attack style. Examples: using a mace type weapon would increase the parameters of bash to 85-100%, dagger would change stab parameters to 1-15%, etc.
Large Numbers!!!!
I've noticed a lot of modern RPGs use large numbers from upwards of a 1000 for damage, I've even seen 6 digits before. Is there a reason they use such large numbers? Most of the time they can be reduced to 3 digits or even less depending on the rpg and it wouldn't even affect game play (Granted everything else is scaled down accordingly as well).
The only reason I can think of is that they think people prefer larger numbers. I myself prefer the simplicity of small digit numbers, but maybe the majority likes large numbers?
What do you guys think about this? Also what do you use for your games LARGE numbers or small and why?
The only reason I can think of is that they think people prefer larger numbers. I myself prefer the simplicity of small digit numbers, but maybe the majority likes large numbers?
What do you guys think about this? Also what do you use for your games LARGE numbers or small and why?
Parallax Mapping [RM2K3]
No idea what your talking about. Might help if you elaborated. Just to elaborate what I am looking for is a way to create maps like RM2K3 and save it as a PNG file to use.
Parallax Mapping [RM2K3]
So far I have been copy pasting the graphics onto a blank image to make my maps, but this is so slow. Is there a program out there that I can use to create Parallax maps easier and faster?
kuraido_defrost_screen.PNG
Oh... Well I like the art work. What is the 5 slots next to the body suppose to be for, accessories?













