RHUAN'S PROFILE
Rhuan
110
Search
Filter
Game difficulty mechanics - brain storming
Thank you for all the comments so far, lots of good ideas here to get me thinking - I don't agree with all of the suggestions but I'll think more carefully about certain points than I would have done without the above input.
I'm still interested in any further comments; also I have a thought, what if a unit on getting below a certain HP value lets say 5 for now would be rendered unconscious being unconscious would mean they cannot move or act for the rest of the current fight AND they will be unavailable for a certain period of time after the fight missing one or more subsequent fights. BUT if they're hit again whilst unconscious they will then die and never return.
This would give a potentially interesting dual mechanic, someone is down can you protect them whilst completing the objective? (even though you're not going to have them available in the next fight) Do you sacrifice them permanently (which won't impact your next fight but may impact the one after) to complete the current mission more easily.
Is that kind of long term thinking interesting? It feels interesting to me but I'm the kind of odd individual who enjoys looking at spreadsheets and sums...
I'm still interested in any further comments; also I have a thought, what if a unit on getting below a certain HP value lets say 5 for now would be rendered unconscious being unconscious would mean they cannot move or act for the rest of the current fight AND they will be unavailable for a certain period of time after the fight missing one or more subsequent fights. BUT if they're hit again whilst unconscious they will then die and never return.
This would give a potentially interesting dual mechanic, someone is down can you protect them whilst completing the objective? (even though you're not going to have them available in the next fight) Do you sacrifice them permanently (which won't impact your next fight but may impact the one after) to complete the current mission more easily.
Is that kind of long term thinking interesting? It feels interesting to me but I'm the kind of odd individual who enjoys looking at spreadsheets and sums...
Disposable equipment
A couple of notes for you on this kind of idea:
1. Fire Emblem does this, every weapon has a number next to it telling you how many uses it has left - it's a mechanic that's been in the fire emblem series basically forever - and often forces you to use cheaper/worse weapons as if you just go for the best stuff you can't outfit your whole army.
2. BOTW as you noted above has a system like this, the reason for it in BOTW is that you arm yourself primarily by taking equipment from enemies, and basically every enemy can drop their weapon and if weapons didn't break you'd very quickly have far too much gear + if weapons didn't break you wouldn't experiment with different gear you'd just use the best sword you'd found for the whole game. In BOTW it doesn't tell you how many uses are remaining BUT it does give you a warning message when there's only a couple of hits left (and the weapon starts flashing red in your inventory screen).
1. Fire Emblem does this, every weapon has a number next to it telling you how many uses it has left - it's a mechanic that's been in the fire emblem series basically forever - and often forces you to use cheaper/worse weapons as if you just go for the best stuff you can't outfit your whole army.
2. BOTW as you noted above has a system like this, the reason for it in BOTW is that you arm yourself primarily by taking equipment from enemies, and basically every enemy can drop their weapon and if weapons didn't break you'd very quickly have far too much gear + if weapons didn't break you wouldn't experiment with different gear you'd just use the best sword you'd found for the whole game. In BOTW it doesn't tell you how many uses are remaining BUT it does give you a warning message when there's only a couple of hits left (and the weapon starts flashing red in your inventory screen).
First Blog, New Sprites, New Stuff!
Nice to see someone else on here using sphere. And someone who shares my distaste for making menus....
The thing with menus is that the script you have to write is so simple, boring and repetitive... Particularly when you've scripted a top level menu and now have to script all the sub menus, it's just tedious isn't it; good work though.
Is the script all yours or have you used anyone else's libraries?
The thing with menus is that the script you have to write is so simple, boring and repetitive... Particularly when you've scripted a top level menu and now have to script all the sub menus, it's just tedious isn't it; good work though.
Is the script all yours or have you used anyone else's libraries?
Game difficulty mechanics - brain storming
Thanks for the comments PentagonBuddy. In particular thank you for the XCOM comparison, it's not a game I've played but I've just started taking a look at it and it seems to have a lot in common with the sort of game I've been thinking of making, so will likely provide useful insights in other areas too.
Game difficulty mechanics - brain storming
It's been a while since I've made a topic here, but I'm currently brain storming a few game mechanic ideas and would like other views on them.
The proposed game would be a role playing turn based strategy similar in some ways to fire emblem. I'm looking for thoughts and opinions on the below ideas as gameplay elements; all comments appreciated.
Mechanics I'm currently thinking about:
1. Perma-Death
A hallmark of fire emblem for a long time - BUT in fire emblem many people play with this as if it were a "game over if anyone dies" mechanic; I've been trying to think how I could implement perma-death without it just being a reset inducing feature. One idea I've had is that your army would be comprised of two seperate types of unit:
- characters: these would have a story and would level up and you would put effort into improving them etc.
- troops: these units would not have any significant story
The game would try and force you to sacrifice some units to complete most maps, the idea being that you'd probably sacrifice your troops, not your characters. Problem - would perma-death as a feature not be that relevant with these troops? How could it still feel like an actual cost?
2. Long term injuries
If a unit takes major injuries in one battle they should not be available for a certain period of time which may include the next battle. This would add a minor edge of realism and an extra point of strategy - "I can clear the map by doing X but it may mean I don't get my best unit for the next battle".
3. Kamikaze techniques
Powerful abilities that inflict either long term injury (see above) or perma-death on the unit who uses them in exchange for doing something incredible to the current map state possibly killing multiple enemies. For storyline reasons I'd like the game I've been working on to have special attacks of this sort but I cannot think of any good way to balance them. Can anyone think of any time when a mechanic like this has been good?
4. No healing
I'm looking to strongly discourage attempting to complete missions only with your best units and instead encourage players to use their entire army, so what about having no healing items of any kind with the only healing being between missions.
The proposed game would be a role playing turn based strategy similar in some ways to fire emblem. I'm looking for thoughts and opinions on the below ideas as gameplay elements; all comments appreciated.
Mechanics I'm currently thinking about:
1. Perma-Death
A hallmark of fire emblem for a long time - BUT in fire emblem many people play with this as if it were a "game over if anyone dies" mechanic; I've been trying to think how I could implement perma-death without it just being a reset inducing feature. One idea I've had is that your army would be comprised of two seperate types of unit:
- characters: these would have a story and would level up and you would put effort into improving them etc.
- troops: these units would not have any significant story
The game would try and force you to sacrifice some units to complete most maps, the idea being that you'd probably sacrifice your troops, not your characters. Problem - would perma-death as a feature not be that relevant with these troops? How could it still feel like an actual cost?
2. Long term injuries
If a unit takes major injuries in one battle they should not be available for a certain period of time which may include the next battle. This would add a minor edge of realism and an extra point of strategy - "I can clear the map by doing X but it may mean I don't get my best unit for the next battle".
3. Kamikaze techniques
Powerful abilities that inflict either long term injury (see above) or perma-death on the unit who uses them in exchange for doing something incredible to the current map state possibly killing multiple enemies. For storyline reasons I'd like the game I've been working on to have special attacks of this sort but I cannot think of any good way to balance them. Can anyone think of any time when a mechanic like this has been good?
4. No healing
I'm looking to strongly discourage attempting to complete missions only with your best units and instead encourage players to use their entire army, so what about having no healing items of any kind with the only healing being between missions.
Whatchu Workin' On? Tell us!
Popping back in after a work driven hiatus from these things.
Spent some time today making a pathfinding system (my project is a turn based strategy game)
Currently from whatever spot is selected it shows where a unit could move based on a movement stat + not being able to move through people or water + different terrains having different movement costs (in the picture it's a cost of 1 for the path and 2 for the grass)

The next step will be adding a feature to select someone and instruct them to move... The code for moving them is written, just not the ability to select them and give them the instruction.
Edit: I've now got people moving around, you can select a person, then it draws the diamond showing where they can move to, you then move your pointer around that diamond and it draws a line to the spot you've selected, then press enter and the person starts moving, I'm not sure what to implement next, attack handling or the combat menu or the turn system; I've built the graphics handling for attacks (which shows itself off by having characters randomly kill each other on the title screen) but no interface for it at the moment, also there are no stats yet, my people simply have sprites, names and coordinates/movement details.
(note the graphics used are not my own, the sprites are open source made with a sprite generator that's GPL licensed, see http://gaurav.munjal.us/, the tiles which I note I have not even tried to use correctly are from http://www.lorestrome.com/pixel_archive/forest.htm and copyright with a "you can use if you credit and don't make a profit" clause)
Spent some time today making a pathfinding system (my project is a turn based strategy game)
Currently from whatever spot is selected it shows where a unit could move based on a movement stat + not being able to move through people or water + different terrains having different movement costs (in the picture it's a cost of 1 for the path and 2 for the grass)

The next step will be adding a feature to select someone and instruct them to move... The code for moving them is written, just not the ability to select them and give them the instruction.
Edit: I've now got people moving around, you can select a person, then it draws the diamond showing where they can move to, you then move your pointer around that diamond and it draws a line to the spot you've selected, then press enter and the person starts moving, I'm not sure what to implement next, attack handling or the combat menu or the turn system; I've built the graphics handling for attacks (which shows itself off by having characters randomly kill each other on the title screen) but no interface for it at the moment, also there are no stats yet, my people simply have sprites, names and coordinates/movement details.
(note the graphics used are not my own, the sprites are open source made with a sprite generator that's GPL licensed, see http://gaurav.munjal.us/, the tiles which I note I have not even tried to use correctly are from http://www.lorestrome.com/pixel_archive/forest.htm and copyright with a "you can use if you credit and don't make a profit" clause)
Whatchu Workin' On? Tell us!
author=Jakoo56
Currently trying to find a way to add colissions into theolized battle system for RPG maker vx ACE. I have no idea where to start :P!
Edit: Nope... all my attemps were failed.
author=Jakoo56Depending what the system is this could be quite hard or quite easy...
Currently trying to find a way to add colissions into theolized battle system for RPG maker vx ACE. I have no idea where to start :P!
Edit: Nope... all my attemps were failed.
I don't know Ruby at all but here's a suggestion of what it wculd look like in javascript to show the logic:
function collided_at(x,y)
{
for (var i = 0; i<actors.length;++i)
{
if((actors[i].x <= x && actors[i].width+actors[i].x >= x) &&
(actors[i].y <= y && actors[i].height+actors[i].y >= y))
{
return true;
}
}
return false;
}
You'd then call that function before moving someone to a location to see if it would be collided - note it assumes you have your characters in as an array of objects called actors and each one has x, y, width and height properties.
This obviously only works for checking collisions with other characters, if you need to check collisions with objects as well you'd need to loop through them too.
Whatchu Workin' On? Tell us!
I've been trying to design a pathfinding mechanism for my planned SRPG battle system but I can't work out what I need.
The idea is that a player will be able to select a character and instantly see all the locations they can move to (think Fire Emblem) - but it needs to allow for blocked tiles and tiles that cost more to cross them so it's not simply a case of drawing their total movement in each direction. Also, on selecting any of those available tiles I want it to have them move there via the shortest possible route - so will need to have stored the shortest routes to each option.
I haven't done pathfinding in a while so I'm a little lost, I hope I get there eventually...
The idea is that a player will be able to select a character and instantly see all the locations they can move to (think Fire Emblem) - but it needs to allow for blocked tiles and tiles that cost more to cross them so it's not simply a case of drawing their total movement in each direction. Also, on selecting any of those available tiles I want it to have them move there via the shortest possible route - so will need to have stored the shortest routes to each option.
I haven't done pathfinding in a while so I'm a little lost, I hope I get there eventually...
Whatchu Workin' On? Tell us!
So I'm working on scripting the various parts of an SRPG battle system in Sphere.
This clip shows off two parts of it - I don't have enough of written to show a battle so it's playing behind a title menu instead.
It shows:
1. The basics of a simple 3d graphics engine I'm intending to use for spell/magic effects - in the clip it's moving about 900 spinning rings in random directions in 3d in two boxes one at the top of the screen and one a the bottom - these didn't render very well in the video, they look a lot better when the game is running. They're just a test effect but I may keep them in the final game. (all 900 rings are being moved individually by the script I wrote)
2. It shows the beginnings of my people movement and attack animation script this is a bit easier to see - again all the people on screen are being handled by the script.
https://www.youtube.com/watch?v=waIDluvv1eM
(A note on graphics sources:
1. the red rings were made by me with code
2. the sprites are made with the universal LPC spritesheet generator and therefore are dual licensed: GPL3 and CC-BY-SA3 (short form - anyone can use them but mustn't claim to have made them themselves)
I'd appreciate any comments both on:
a) the animation handling AND
b) whether stuff like this is a good thing to leave in the title screen; does a screen like this look good OR should I use it for testing stuff then cut it all out for the actual game
This clip shows off two parts of it - I don't have enough of written to show a battle so it's playing behind a title menu instead.
It shows:
1. The basics of a simple 3d graphics engine I'm intending to use for spell/magic effects - in the clip it's moving about 900 spinning rings in random directions in 3d in two boxes one at the top of the screen and one a the bottom - these didn't render very well in the video, they look a lot better when the game is running. They're just a test effect but I may keep them in the final game. (all 900 rings are being moved individually by the script I wrote)
2. It shows the beginnings of my people movement and attack animation script this is a bit easier to see - again all the people on screen are being handled by the script.
https://www.youtube.com/watch?v=waIDluvv1eM
(A note on graphics sources:
1. the red rings were made by me with code
2. the sprites are made with the universal LPC spritesheet generator and therefore are dual licensed: GPL3 and CC-BY-SA3 (short form - anyone can use them but mustn't claim to have made them themselves)
I'd appreciate any comments both on:
a) the animation handling AND
b) whether stuff like this is a good thing to leave in the title screen; does a screen like this look good OR should I use it for testing stuff then cut it all out for the actual game













