Quote:Original post by Trapper Zoid The game is looking pretty good so far! |
Thanks! It's been a few months in the making. Worked very hard on the core engine design which is built in C/C++. The game itself is pretty much written in Lua. I took great care to keep scripting simple so that, if I am lucky enugh to get players, they can mod/enhance the game easily.
Quote:You've already listed some of my favourite battle systems for RPGs (Rogue-like, Fallout and Chrono Trigger work well), so I guess it depends a lot on exactly what kind of flavour you wish to give your game. I take it you don't like having a completely turn-based game (like with rogue-likes), and you wish to have the game run in real-time when not in combat (like Fallout and Chrono Trigger)? |
Ya. I definetly don't want the game 100% turn based. Let me give you all an idea of the feel I want to the game.
I want this to be a synthesis of what's great about CRPGs and Console-RPGs. I want the depth of gameplay found in a CRPG where you have lots of skills, lots of subquests, lots of solutions to the same problems, etc. The model for this is probably Fallout where you had that nifty skilldex allowing you to tinker with just about everything in the game world. During battle, you could set bombs, target a shot etc. etc.
Though I want to meld it with the coolness of Console-Rpgs. Crisp graphics, great storyline, fun/fast gameplay, and strong character development. The model for this is deffinetly Chrono Trigger which I think is probably one of the best console-style rpg's ever made (Xenogears a close second :) ).
These games have fast and furious turn-based combat at the expense of deep tactics, which IMHO can lead to repetative fights. On the other hand, CRPGs can get boged down in tactics. So many choices, such a huge battlefield, so many damn weapons etc. I want to strike a balance between the two.
I suppose one idea is to make a Chrono Trigger style ATB battle system, and expand the scope. Allow more movement, a greater variety of skills/strategies, etc.
Right now, I am thinking that a certain section of the map could be cordoned off when you encounter a monster, This allowes you to move around that area (tactics style) and fight your baddies. This brings in other considerations. Imagine a long narrow hallway. You encounter a monster, your party members are singlefile behind you... now what? They are stuck leaving your main character to take the brunt of combat.
Another issue is LOS (line of sight). Say a monster is in a locked room next to you, yet the engine determins that the monster goes hostile. Well, now you are in battlemode against a monster you can't reach! I admit, this is more of a coding problem, than a real issue with the battlesystem, but I don't know if I wanna tackle it ;)
Quote:I agree that the main flaw of Fallout's battle system was the slow-down when the entire map became a battle field, particularly in the cities. Your suggestion of a localised battle screen, like with Chrono Trigger, would work well in my view. The RPG may become a little "consolified" though; Chrono Trigger usually spaced out the enemies into screen sized blocks and rearranged the combatants into an console RPG battle formation (i.e. everyone runs into "battle positions"); it's up to you if you want that or not. Personally I think it works either way. |
Ya. The more I think about it a more Chrono Trigger style is the way to go. I just want you to be able to do crazy stuff, use polymorph wands like in NetHack, eat orc meat, I dunno :) I just want that level of depth and variety, while keeping battles to a fun/fast scope.
Quote:Quick question though: Is a "battle screen", where the game switches from a map view to a special battle mode screen (most common in console RPGs), out of the question? Your choices of models seem to suggest that it is. Again, it can work either way, but if you do switch to a battle screen it does allow you to set a completely different set of rules for how the world works. |
Ya. Personaly, I don't like this. I'm sick of random battles. Don't get me wrong, some games that use this are great. Fanal Fantasy, the recent Dragon Warrior game. It's just not where I wanna go with my project.
Although, what if you encounter the monsters on the map, then the map sort of fades out, and you are in a circular arena agains the beast. That may work... hmmm...
Quote:One tactical decision I liked in Grandia II was the ability to move people to better positions. Combined with a series of area or ray based attack patterns it would work well with a console-style battle RPG to add some tactics to your game. Grandia II also had a very good tactical battle system (one of the best I've seen in a console RPG) that you might want to look at (it's described in the Wikipedia link to the game here better than I would summarise in this post). |
Interesting, a friend of mine likes Grandia II alot. He also mentioned that I should look into it's battlesystem. I may go pick up a copy.
Quote:You could also combine some action elements, similar to what was done in the Mario RPGs (which I also found quite tactical). In the game I've played, Paper Mario: The Thousand-Year Door, you had to perform little mini-games (usually timing based button presses) with every attack in order to increase its effectiveness (or for it to perform at all), which meant sometimes you had to trade-off the damage an attack did with the difficulty of the mini-game. |
Ya, I may include some skills like this. That reminds me a bit of Xenogears battlesystem. You would chain up combos like in Streat Fighter, it was actually preaty awsome.
But it all does depend a lot on what kind of style you wish to give your game; realistic versus arcade, the degree of tactics required, the pace of the game etc./quote]
Well, you have definetly helped me think about this and define my goals further. I think just sharing ideas is leading me to a good solution. Thank you very much.