An ATB system with a small change

Hmm, I don't think I'm explaining the system very well. Yeah, i had forgotten The Philosophers Stone. It would be similar to that.

But i think the thing that crux of the system is the abilities themselves. You see, there wouldn't be Fire Fira Firaga Ultima. Powers would all have a use in one situation but not in another. So you couldn't just spam your most powerful ability because there isn't one ability that is simply a better version of another ability.

There might be a fire spell that does 100 damage to an enemy costing 3 Stamina. Another fire spell that does 50 to all enemies and costs 5 Stamina. A third might be a fire spell that sets an enemy on fire causing 150 damage but over 20 seconds and only uses 2 Stamina. So against a single, wimpy enemy, you should just use the normal fire attack. He'll be dead before 20 seconds and theres no reason to do 50 instead of 100 damage. But against a boss fight with 3 minions you might hit the boss with the periodic fire spell, blast the MT fire spell doing 50 to 4 enemies, then do the ST fire against the boss. This way, there is some actual strategy rather than just using your most powerful attacks all the time.

So, I didn't mean to step on anyone's toes, I was just hoping to make an interesting battle system. I'll play with it and see if I cant get a demo or something to explain better!

Oh i forgot to mention that you would return to full life after each battle because your LP or Constitution would determine your closeness to death. (not the greatest wording...)

An ATB system with a small change

You changed the name of MP to Stamina. They are honestly the same in every way, just you're going to display it with bar chunks rather than numbers.

Well the difference is that Stamina is constantly regenerating and every action you do requires some Stamina, not just special abilities. Think of it more like if in a Final Fantasy game your Attack command only consumed half an ATB bar. Also, if you've played FFXIII, its similar to that.

An ATB system with a small change

Just saw this and figured I'd point out that you're playing the wrong games. now to read the rest of the post

...what games should I be playing? O.o

An ATB system with a small change


Here is a video link to show how the concept would flow in a real battle:

Simply tap an arrow key to select a character, tap a number key to choose a command, and then finally tap an arrow (to target an ally) or a number (to target an enemy) to execute the command.

Original Post:

I've been trying to think of a battle system with an altered version of an ATB system. It would utilize what I call a Stamina bar that would be in 5 blocks. (Maybe 5 with half-blocks.) Characters would constantly generate Stamina and you could select any character you wanted at any time. As soon as they had enough Stamina to perform an action you wanted to do, you could pick them and use the ability.

This would allow the removal of the all-but-useless MP system which I've grown to dislike quite a bit. It really is pretty pointless. In most games you just conserve MP when you need to and then use it all on a boss. Or you just use it as often as you like and then use Ethers to restore it.

With this Stamina system, you would be inclined to use different abilities depending on the situation. If a powerful ability cost 5 Stamina, and hit the entire enemy party, such as Firaga (in the Final Fantasy universe) you wouldn't use it against a single enemy, because it's not Stamina-efficient. Final Fantasy XIII really had this pretty well done, but I wanted to take it a step further and develop interesting abilities rather than the simple: Attack, Fire, Blizzard, Thunder, Cure. That system works fine for FF, but really is pretty stale.

The game system I'm currently thinking about has some roots within the Romancing SaGa (or just SaGa) series. You would have HP and LP. In my world they would be Vitality and Constitution. Each time your Vitality reached 0, you would lose 1 Constitution. Any further damage would lower your Constitution by 1 and if that reached 0, that character would permanently die. If the main character permanently died, you would game over. Also, some of the very powerful skills would consume 1 Constitution and could only be used once per fight.

Anyway, sorry if that was a bit boring but game design is my favorite part of RPG making :D I just wanted to test the water and see if this was something that was interesting or something not worth bothering with.

Greetings from Ivalice!

Hi! As you can imagine, I love the world of Ivalice! FFT, Vagrant Story, FFXII! That whole team is just amazing. I am pretty open to most any kind of game, some other favorites including Metroidvania-style games, adventure games, and RTS's.

I am a student going to college for computer science (programming), I also have a job at Best Buy (ugh), and I've been playing with RPG Maker for years now, though I'm never able to actually complete anything. I don't have a lot of free time to work with RPG Maker and read forums, but I try to do so during the evenings.

My strength is game design (stats, abilities, battle mechanics), with my weakness of character development, stories, and mapping :x. As you can see, I don't make a very good one-man-army. I can come up with some characters, and make them generally interesting, but I'm not that great at delivering a storyline and dialog for them.

Even though the Ivalice games represent some of my favorites, I'm very much JRPG'd out. I'm pretty tired of the same ol' Final Fantasy style of games, and am always looking for a fresh, new idea. I'll be posting some ideas I have in the design forum later :)

Anyways, hello to everyone and I look forward to playing some games!

Sonic PUZZ (Demo) - Winter Compo Entry

Yeah, it was pretty cool. I tried it out, got a few stages in. One stage, I couldn't figure out how to get all the rings and almost posted here telling you it was impossible... Then I found it lol.

It's refreshing to see alternative games besides standard RPGs once in a while :D

Sonic PUZZ (Demo) - Winter Compo Entry

Hmmm... both links don't seem to be working. The first problem is that they're coming up as http://"http:// so that's an issue, but even when I fixed that, they still didn't work...

But the game looks fun :D

Ruins Of Azgayle Development Thread (Videos and Launch Changes - March 22nd 2008)

WOW :o This looks incredibly fun! This is EXACTLY the kind of game I've been wanting to play for years. A game that goes above and beyond the default battle system with generic, static characters. All this customization and equipment sound incredible :D

The classes seem really neat, but one thing about the alignment system: Try to make sure that the Good players don't just end up giving up rewards out of kindness, and Evil players get extra cash from everything they do. KotOR was kinda like that, Dark Side characters just ended up richer than Light Side. Of course, the storyline was different, but I'm talking gameplay...

Anyway, this looks like excellent work! So, question: Those skill boxes... Is each box a skill, so each character has up to 3 skills on at a time? Or are they pools of powers, with each box having several abilities in it? Not that I guess it really matters, but I wasn't sure, so I thought I'd ask ^^

Keep us up to date, this is amazing! :3

Oh, and another thing, just out of curiosity, how many people are on your team?

Advertisement: Ashtoreth, City of Ruin

Woot, go Vagrant Story! ;D

Advertisement: Ashtoreth, City of Ruin

Screeshots (Sorry they suck)

A basic fight, showing the tactical aspect.

A shot of the town square along with the townspeople. I'm going to try to make all characters the same height, btw.

Ashtoreth, once the most populated city in the whole kingdom, has been reduced to ruin. A mysterious attack upon the town ripped it from it's very foundation and the survivors live in fear of a unknown evil at work. Not knowing if the Lord of Ashtoreth lives, or the status of the military, the people have begun to lose hope.
Enter Basu--ranger of the Whisperwind Forest. A traveler who must discover the source of chaos and rid the city of it, before he and everything else is devoured.

-Ashtoreth supports a tactical combat system involving movement and range. Each character generates AP, and when they reach 100, it's their turn. They spend AP on abilities and wait until they've reached 100 again to act. More tactics, less encounters is my motto.
-MP is a thing of the past, Energy is replacing it. Each character has 3 Energy. Some abilities require Energy, most don't. Energy refills constantly during combat, and pauses out of combat.
-Each character has 18 unique active abilities combined with 18 passive abilities to equip. Item creation, exploration, and side quests will flesh out the game.

Here is a preview of the characters and some power excerpts from my game :D

Characters (PCs)
Basu Wolfsbane
A trained ranger, master of the sword and bow. He is able to utilize some limited nature magicks taught to him by his mother. He was in Ashtoreth when the city began to shake and crumble. He is a tough character with a respectable pool of hit points and a good Strength score. He also has a bonus to his ability to parry melee attacks.

Slash. A basic command, Basu quickly slashes at a foe.
War Cry. Basu releases a loud shout, increasing the physical power of himself and nearby allies.
Arrow Rain. Basu releases six arrows quickly into the air, raining down upon six unlucky targets.
Battle Haste. Basu summons his adrenal prowess to speed up his actions briefly.
Cleanse. Using the healing power of water, Basu cleanses an ally of all poisons and diseases and restores a small amount of hit points.
Nature's Blessing. Summoning the power of nature itself, Basu infuses himself with supernatural might, increasing his Strength and Armour and causing each successful attack to restore some hit points.

Raine Greenleaf
A beautiful half-dryad rogue, Raine left her homeland in the wood to see the sights of the city. She has since found her way into Ashtoreth where she met the most unlikely person imaginable... her ex. Raine is a very fast character who's abilities require very little AP (the driving force behind the turn system.) She has tons of utility and she is the character that can make or break a fight. She is master of melee combat, subterfuge, and some basic illusion magick.

Shoulder Toss. Raine grapples an enemy and tosses them away, causing light damage and decreasing their AP (lowering them on the turn order.)
Combat Reflexes. Raine enters a state of temporary heightened awareness, increasing her Strength, her ability to land critical blows, and her ability to dodge incoming attacks.
Feint Attack. Raine deftly strikes an enemy with defensive footwork, causing light damage and increasing her ability to parry greatly, for a short period of time. Useful when low on hit points or surrounded by many foes.
Paralysis Palm. Raine uses a secret martial arts maneuver to paralyze a foe for a brief period of time. She must be hidden to execute this ability. (Hide is an ability of hers.)
Shadowstep. Raine instantly moves to another location on the battlefield of her choosing .
Veil of Darkness. Raine summons a blanket of magickal darkness upon the battlefield, decreasing all enemies accuracy.

Vajra Blackstone
A wizard of frightening power, Vajra was sealed away many years ago in the depths of Ashtoreth. No one knows much more about the infamous and deadly archmage. Vajra has the ability to use Blood Magick, a powerful force that ignores all types of Armour and Resistance to magick.

Rupture. Vajra causes the enemy's blood vessels to rupture, causing them to suffer bleeding for 10 seconds.
Stigmata. Sacrificing some health, Vajra causes extreme damage to any enemy nearby. Afterwards, Vajra continues to bleed momentarily.
Flame Breath. Vajra exhales a magickal blast of fire, causing damage to enemies in a cone. Can cause Burning. (A status effect that causes target's to briefly suffer fire damage over time.)
Combustion. Vajra instantly causes a powerful explosion of fire to consume an enemy. Causes additonal damage to enemies who are burning, but consumes the burning effect in the explosion.
Negative Energy Ray. Vajra blasts an enemy with a beam of pure negative energy, causing damage and decreasing their magickal resistances.
Feedback. By placing this ward upon an ally, Vajra's magick reflects a portion of all damage upon the attacker.

Pallas Goodhand
A shining Paladin of the Order of the White Lotus. She is strong of will, reflected in her uncanny ability to resist magick, and an expert combatant. She has the highest Armour score and the most hit points, making her the group's defender. She wields a mighty hammer, the power of blessings, and devastating Holy Magicks.

Crushing Blow. Swinging her powerful hammer, Pallas crushes a foe, causing damage and decreasing their Armour score.
Morale Boost. Pallas sings an encouraging cry, increasing everyone else's AP. (Turn order essentially.)
Prevention. Pallas places a holy blessing upon an ally that absorbs some damage before disappearing.
Inspire Faith. Pallas instills an ally with a feeling of power, increasing their Intellect for a while.
Chasten. Pallas shocks an enemy with holy energy, causing some damage and causing Chastened. (A status effect that increases holy damage taken.)
Rebuke. Pallas smites a chastened enemy with holy retribution, causing damage and decreasing their Strength and Intellect but removes the Chastened status effect.

Each character also has passive abilities that can be equipped by the player and switched out anytime outside of combat.

I posted this at GamingW, but I realized it was a large enough post to probably be it's own topic. :P And I wanted to post it here anyway, so this works well :D