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Tactics RPG feedback

Started by December 12, 2005 11:33 PM
17 comments, last by Iron Chef Carnage 19 years, 1 month ago
Currently I’m working on a computer RPG, the game will play much like a snes squaresoft rpg, EX final fantasy 6, chrono trigger except it will have a tactics battle system to make the battles more interesting, for now it is 2d tiled map using openGL and written in C++ but I change the low level details a lot. Outline -Uses pre-made characters, though you cant have as much customization they will all have unique abilities and actually play a part and develop as the story progresses. -Like secret of manna 3 they will has some (battle system) development branches, each character will have some side-quests that focus on them and depending on how you complete them said character will advance a class and get some new abilities Not sure Character death: -Very easy to revive, like in most final fantasy games, I don’t really like this as I think it makes battles pointless repetitive -Harder, like in earthbound, they can still be revived but it takes a inn trip or rare item, I like this better as it makes strategy more important if having a party member die is actually a inconvenience but it’s a bit frustrating to have to go back through a entire dungeon to the inn just because someone died just before the boss. -Hard with swap, reviving a character is very hard (but they still wont permanently die) but for battle you can swap you active party, I like this as it gives you a reason to not just choose one active part and forget about everyone else (why give me 20 characters if you only let me use 4?). Height map: -Full 3d height maps, a fully 3d system much like isometric tiled games, you can hop one level to another but I think I can make the maps better with the later option and the graphics nicer. -Simple, same as most 2d rpg except each tile will have a true/false for walking through it and for shooting through it, so even a pit blocks you movement you can shoot a arrow over it, because of the non-uniform tiling system I’m using these maps will look nicer than with the first option.
Congradulations! Did you have a question for the community?

Actually, I do really like tactical style fighting games like final fantasy tactics. Pretty much my favorite type of games.
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any feedback(it ssays that in the title) is good, but mostly if anyone has a opinion what Character death or height map system (listed or new one) they like,
or any other feature they think would be good for a tactics rpg
one last feture is
im thinking of making it so your movement is limated when around enemies, this would be meant to prevent leapfrogging but im not sure how to impliment it with out it being overly anoying
Quote:
Original post by Kaze
one last feture is
im thinking of making it so your movement is limated when around enemies, this would be meant to prevent leapfrogging but im not sure how to impliment it with out it being overly anoying


Moving next to an opponent could trigger a free attack from said opponent. Of course, this idea need to be worked on a bit, but basically, someone trying to move past someone else within their reach should have a chance to be hit. This would effectively prevent leapfrogging and could add interesting dimensions: (Holding close ranks and denying the attacker the ability to flank a character versus being weak against area of effect spells, for example)

Tactical RPG-like battles are nice, but 30 Tactics-like battle in a dungeon are incredibly annoying. This is a tricky part, as by streamlining the battles and making them quick, you will loose the strategic appeal IMHO. Sounds like a nice game tough, good luck.
I teleported home one night; With Ron and Sid and Meg; Ron stole Meggie's heart away; And I got Sydney's leg. <> I'm blogging, emo style
Quote:
Original post by jfclavette
Tactical RPG-like battles are nice, but 30 Tactics-like battle in a dungeon are incredibly annoying. This is a tricky part, as by streamlining the battles and making them quick, you will loose the strategic appeal IMHO. Sounds like a nice game tough, good luck.

but unlike most tactics rpg I want it to also focus a lot on story advancment, exploration and puzzles, if that dosnet work you could always just play in moderation
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How about two different battle modes? "Common Battle Mode" (CBM) is for random encounters and "Significant Battle Mode" (SBM) is for boss battles or situations where enemies are plentiful or strong.

CBM uses fewer characters on a smaller playing field and has an option for retreating that ends the round then and there. If any characters run out of HP they do the old, "I have to get out of here!" and run away, rather than actually dying. In SBM battles, the party is larger (maybe everyone?), the field is bigger and you can't run away until the boss/main threat is neutralized. Also, death would be permanent in SBM, and hero death would be Game Over.

As to the height map, go with what you think will be a better game. I think you'll be fine with 2D.
i could try something like that but i want to avoid
(ala fft/advanced) having 1 or more heros and then a bunch of randomly generated guys that play no part in the story, have no character development, no uniqe abilitys and cese to exist outside the battle system(so perment death should be non-existan to rare)(i want every character to be a character and not a faceles solider)
but i do like the idea of 2 battle modes
Quote:
Original post by jfclavette

Tactical RPG-like battles are nice, but 30 Tactics-like battle in a dungeon are incredibly annoying. This is a tricky part, as by streamlining the battles and making them quick, you will loose the strategic appeal IMHO. Sounds like a nice game tough, good luck.


More annoying than 60 standard RPG battles in a dungeon? Fight. Fight. Special attack. Heal. Fight. Man, I've played tactics, and I'm never going back again.

Anyway, Kaze, start drawing up your story and mechanics and just see what fits the best. You don't have to start at the beginning; just pick a nice scene/battle you've got in your head that does the things you want the game to do and go from there. It's nice to have all unique characters, but your story (and sprite artist/modeller) have to support it.

In the "tactical battle" game I am making I eliminate movement (on the battlefield). Its all about using the abilities of the characters without the time-wasting effort of moving around a battlefield. I love using large numbers of "rpg-like" characters as an army (with spells, special abilities, potions, etdc) but it is tedious if you are moving them around to try to get position. It isn't fun and it isn't necessary. And it takes too long.

I chose to focus on the use of the individual abilities of the characters (strengths, weaknesses, skills, spells, classes, etc) and make it almost like a collectable card game duel (magic the gathering), but with each character on the battlefield having his/her own deck (not really a deck but spells/skills, etc). And of course monsters and all the rest.

Anyway, I've just loved the idea of using multiple characters (like in fantasy tactics games) as your army but with more abilities and less tedious combat. Movement to me is just not necessary.

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