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Custom EXP System (RM2k3)
Thanks you guys! I've pretty much figured it out.
I just have a common event that checks how much EXP the party has and levels them up accordingly. An EXP variable is added to after every battle, and the common event is called. If they level up, there's a message and fireworks!
I just have a common event that checks how much EXP the party has and levels them up accordingly. An EXP variable is added to after every battle, and the common event is called. If they level up, there's a message and fireworks!
DOING IT! - WEEK FOURTEEN
Thanks! I really liked the cooldown ideas too.
There's actually a little bit more to Deathblows than just "super hits". I had a plan to give each character a few different (possibly unlockable) abilities for Deathblows, but I simplified it, maybe too much. It was blatantly stolen from FF7's limit break system, but adding the power-ups to the Hot Blood made it more interactive because there might be situations where you don't WANT to Deathblow right away.
I didn't mention this before, but you also get to choose what kind of power-ups HB provides. Each character starts off with a stat boost (ATK goes up as HB does) but you can earn equips that provide you Energy boosts, HP recovery, etc.
I'm with you on the game design thing. While quite a few RPGs can be boiled down to "mash Attack or your best spell, cure when dying", there can be a lot more too it. Even something as standard as FF1, Dragon Quest, or Earthbound can have challenging battles, and that's what I want to do - make an awesome game with a great story and battles that force you to the edge of your seat. Maybe not every battle, but enough to catch you off-guard and keep you wanting more.
A question to anyone: When making battles, do you prefer choices you make during combat or pre-battle strategy? For example, equipping armor is pre-battle strategy, but choosing between Attack and Magic is a mid-battle strategy. I tend to lean heavily toward mid-battle strategy because the player is under duress and choosing the right option is vital, but strategy games like Final Fantasy Tactics rely heavily on the choices you make before battle even starts.
There's actually a little bit more to Deathblows than just "super hits". I had a plan to give each character a few different (possibly unlockable) abilities for Deathblows, but I simplified it, maybe too much. It was blatantly stolen from FF7's limit break system, but adding the power-ups to the Hot Blood made it more interactive because there might be situations where you don't WANT to Deathblow right away.
I didn't mention this before, but you also get to choose what kind of power-ups HB provides. Each character starts off with a stat boost (ATK goes up as HB does) but you can earn equips that provide you Energy boosts, HP recovery, etc.
I'm with you on the game design thing. While quite a few RPGs can be boiled down to "mash Attack or your best spell, cure when dying", there can be a lot more too it. Even something as standard as FF1, Dragon Quest, or Earthbound can have challenging battles, and that's what I want to do - make an awesome game with a great story and battles that force you to the edge of your seat. Maybe not every battle, but enough to catch you off-guard and keep you wanting more.
A question to anyone: When making battles, do you prefer choices you make during combat or pre-battle strategy? For example, equipping armor is pre-battle strategy, but choosing between Attack and Magic is a mid-battle strategy. I tend to lean heavily toward mid-battle strategy because the player is under duress and choosing the right option is vital, but strategy games like Final Fantasy Tactics rely heavily on the choices you make before battle even starts.
DOING IT! - WEEK FOURTEEN
When I started making my RPG, a friend said it didn't matter because all RPG battles are easy. You either know the trick to the battle or don't. Once you learn the trick it's a matter of repeating the cycle of turns that works until you win. Although this could be said about ANY game, it inspired me to add a little thought process to my battle system.
It's the typical RM2k3 ATB system, with a few distinct changes:
1) You start every battle off with full HP/MP. No longer is the game resource-bound, and this allows me to make each battle challenging and possibly deadly.
2) MP starts off at 100, and abilities use anywhere from 10-100 MP. A character's MP recovers a little bit whenever anyone takes a turn, and recovers a lot after one of your turns. This encourages people to stop hoarding MP for boss battles, and skills are used with less hesitation. Some discipline is still necessary though, because you never know when you need to heal.
3) Each character can only use one item every three turns. Items are very powerful.
4) Every time you take an action, you gain some "Hot Blood" which boosts a stat or gives you other power-ups. The more Hot Blood, the more power. When it's full, you can use a "Deathblow" doing critical damage to an enemy, but your Hot Blood drops to 0.
I've made regualr enemies hit hard and fast. I balance stronger enemies who do good damage with weak enemies who do amazing damage.
My bosses are flavorful with heavy scripting. My first boss (pretty easy) uses big attacks but then takes triple damage afterwards, so you save up Energy and your Items and blow them all after he gets weak. The bosses also shout taunts, and there is a lot of dialogue between characters and between the two parties. The second boss is a team of two who hit hard. Once you take out one, you should save your Deathblows or other good moves for the second one, because he berserks.
Critique is very appreciated, btw :D
EDIT: Sorry, I realize I ranted more about the system then about the battles. I've started off the game with some fairly easy battles (still challenging but not terribly complex) because the players don't have the abilities that make for more complex battles yet. I think the "energy" system will let me make more interesting fights though.
It's the typical RM2k3 ATB system, with a few distinct changes:
1) You start every battle off with full HP/MP. No longer is the game resource-bound, and this allows me to make each battle challenging and possibly deadly.
2) MP starts off at 100, and abilities use anywhere from 10-100 MP. A character's MP recovers a little bit whenever anyone takes a turn, and recovers a lot after one of your turns. This encourages people to stop hoarding MP for boss battles, and skills are used with less hesitation. Some discipline is still necessary though, because you never know when you need to heal.
3) Each character can only use one item every three turns. Items are very powerful.
4) Every time you take an action, you gain some "Hot Blood" which boosts a stat or gives you other power-ups. The more Hot Blood, the more power. When it's full, you can use a "Deathblow" doing critical damage to an enemy, but your Hot Blood drops to 0.
I've made regualr enemies hit hard and fast. I balance stronger enemies who do good damage with weak enemies who do amazing damage.
My bosses are flavorful with heavy scripting. My first boss (pretty easy) uses big attacks but then takes triple damage afterwards, so you save up Energy and your Items and blow them all after he gets weak. The bosses also shout taunts, and there is a lot of dialogue between characters and between the two parties. The second boss is a team of two who hit hard. Once you take out one, you should save your Deathblows or other good moves for the second one, because he berserks.
Critique is very appreciated, btw :D
EDIT: Sorry, I realize I ranted more about the system then about the battles. I've started off the game with some fairly easy battles (still challenging but not terribly complex) because the players don't have the abilities that make for more complex battles yet. I think the "energy" system will let me make more interesting fights though.
Reveal your secrets: where did you get your ideas?
Zelda games have great stories! They're just very... simple. Nintendo must save a ton on its writing staff since it only has to write a decent story once and then run with it.
Onto the topic at hand! I get inspiration from everything! Gameplay comes from tradition RPG standards, but changed to be more challenging. These changes are usually inspired from other games, but adapted heavily or completely mutated. For example, my Illogikal game is using an Energy system inspired by World of Warcraft, but changing it from a MMORPG to a Turn-based system has made it quite different.
Music (usually punk or other passionate stuff) inspires me to start working on projects in general, because it puts me in a good mood.
Movies and books (sci-fi, fantasy, or weird) as well as other games may help me develop minor characters or traits. Plot as a whole is usually developed from scratch, with a theme I steal from my own life. I've gotten themes from major life-changing events to people that annoy me :P
A current story I'm writing, not for a game but possibly a comic, was completely inspired by a randomly-generated monster in La Pucelle. I fought a monster bear named Bear Supreme. I captured it and started using it on the enemies, and it turned out to be much stronger than any of my PCs, so I started relying on him in every battle. My friend watching me started cheering for him, the name came up repeatedly in unrelated conversations, and I when I was trying to write I said "**** it, let's make a story about Bear Supreme."
The story then developed into a crazy world of machines, magic and cults, a city at war with itself, super-evolving monsters, an eccentric robot scientist, a posse of nerds who believe they are gods, and Chad Gunley.
So... yea.
Onto the topic at hand! I get inspiration from everything! Gameplay comes from tradition RPG standards, but changed to be more challenging. These changes are usually inspired from other games, but adapted heavily or completely mutated. For example, my Illogikal game is using an Energy system inspired by World of Warcraft, but changing it from a MMORPG to a Turn-based system has made it quite different.
Music (usually punk or other passionate stuff) inspires me to start working on projects in general, because it puts me in a good mood.
Movies and books (sci-fi, fantasy, or weird) as well as other games may help me develop minor characters or traits. Plot as a whole is usually developed from scratch, with a theme I steal from my own life. I've gotten themes from major life-changing events to people that annoy me :P
A current story I'm writing, not for a game but possibly a comic, was completely inspired by a randomly-generated monster in La Pucelle. I fought a monster bear named Bear Supreme. I captured it and started using it on the enemies, and it turned out to be much stronger than any of my PCs, so I started relying on him in every battle. My friend watching me started cheering for him, the name came up repeatedly in unrelated conversations, and I when I was trying to write I said "**** it, let's make a story about Bear Supreme."
The story then developed into a crazy world of machines, magic and cults, a city at war with itself, super-evolving monsters, an eccentric robot scientist, a posse of nerds who believe they are gods, and Chad Gunley.
So... yea.
I need the General Opinion here..
What if you made each orb affect each character a little differently?
For example, a Mage-Orb turns a Mage character into a super-mage, or a Warrior into a Warrior-Mage, or a Priest into a Priest-Mage.
You could even go so far as to name each class a little differently for each character. A Warrior w/ a Mage orb would become a Battlemage, but a Priest with the same orb would become a Diviner, or something.
So while it would be possible for people to min/max by only equipping orbs to the character that is already that class, they could also mix and match for a more varied party.
This would probably be more work depending on the system you're using and how many characters you have, but it could be done by determining base statistics and skills by both the class and the character itself.
And I just realized that my idea is getting very similar to Golden Sun, heh. Damn, I thought I was being creative.
For example, a Mage-Orb turns a Mage character into a super-mage, or a Warrior into a Warrior-Mage, or a Priest into a Priest-Mage.
You could even go so far as to name each class a little differently for each character. A Warrior w/ a Mage orb would become a Battlemage, but a Priest with the same orb would become a Diviner, or something.
So while it would be possible for people to min/max by only equipping orbs to the character that is already that class, they could also mix and match for a more varied party.
This would probably be more work depending on the system you're using and how many characters you have, but it could be done by determining base statistics and skills by both the class and the character itself.
And I just realized that my idea is getting very similar to Golden Sun, heh. Damn, I thought I was being creative.
When do you think is a good time to be able to change your party?
Now that you mention it, FF7 was really good at bringing all of your characters together right before a cutscene.
You could definitely just have them there for the cutscenes no matter what. While it may vaguely stretch the player's suspension of disbelief, it's worth it over several unnecessary hours of weird systems or reworked dialogue.
You could definitely just have them there for the cutscenes no matter what. While it may vaguely stretch the player's suspension of disbelief, it's worth it over several unnecessary hours of weird systems or reworked dialogue.
When do you think is a good time to be able to change your party?
I just decided to scrap a choose-your-own-party system from my game because some of the characters were unnecessary and frankly, it was too much work for me and too little reward for the player.
To address the first post, if you're giving the player 17 characters, either force the player to use them at least a little bit if you're going to force them to use them at the end, or don't force the player to use them at all. Otherwise, near the end of the game the player's going to have a dozen characters he has no idea what to do with.
On the other hand, if you don't force the player to do anything, he will likely pick his favorite 4 and never, ever switch. Maybe he'll have 1 or 2 backups for when a character leaves.
FFVI did do this very well, by introducing most of the characters early enough, having them constantly join, leave, and split up (switching available chars around), and making dungeons which used all of the characters well.
To address the first post, if you're giving the player 17 characters, either force the player to use them at least a little bit if you're going to force them to use them at the end, or don't force the player to use them at all. Otherwise, near the end of the game the player's going to have a dozen characters he has no idea what to do with.
On the other hand, if you don't force the player to do anything, he will likely pick his favorite 4 and never, ever switch. Maybe he'll have 1 or 2 backups for when a character leaves.
FFVI did do this very well, by introducing most of the characters early enough, having them constantly join, leave, and split up (switching available chars around), and making dungeons which used all of the characters well.
TF2 Sprites Needed
Not to encourage this sorta thing, but i did notice yesterday that charas project has sprites for TF2 dispensers. You could check there to see if they have more.
Boss Survival GO
post=147753
As "mainstream" as it may sound, I've started to really like the idea of implementing gimmicks with bosses.
"Gimmicky" sounds bad, but if the boss has a particular strategy, it makes the player use his brain. The boss should be difficult or impossible to defeat without using the strategy, and easy or at least possible to defeat once you've figured out the trick. Even after figuring out his weakness, the boss should still be a challenge.
A boss who eats his minions for health is an awesome idea. To expand on it:
1) You could make it so that the boss has a limited number of minions to eat, and killing them is easier than removing the extra HP from the healing, thus forcing players to stop hitting the boss, use ALL-attacks, etc.
2) The boss could spawn minions once in a while, and eat them after several turns, giving the player time to defeat them.
I've tried to design my game to incorporate more strategy into boss fights. Some ideas I've had are:
1) A boss that uses a super-move, very noticeably (displays a message) that is barely survivable (if your party is at full HP, meaning that you can't constantly eat it, but maybe you can survive one.) You can stop it, however, by stunning the boss when he's going to cast it (in a small but reasonable timeframe).
2) Bosses that are susceptible to poison, blind, sleep, slow, debuffs, etc. The bosses are defeatable without these status effects, but much harder. For example, you could make two powerful side-arms with a lot of HP and a core boss. You only have to defeat the core to win, but you can't ignore the side-arms or they will wreck you. You must keep them slowed, sleeped, or stunned while a couple of characters wail on the boss.
Adding minions or parts to a boss makes the possibilities endless, and you can use them to make bosses that require a lot of thinking on the player's part.
Custom EXP System (RM2k3)
They respawn, in case the player felt like racking up some items or cash, or just felt like fighting. Making an exponential EXP curve would reduce the likelihood of grinding (no one's going to fight snakes for 2 xp a battle when you need 10,000 for a level)
My plan was to just set a number for a level, and give a little message, additional skills and stat boosts when someone hits that number.
My plan was to just set a number for a level, and give a little message, additional skills and stat boosts when someone hits that number.














