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Battle system

LockeZ, I think a key point you may have missed us that everything would happen at the same time, two characters at opposite sides of the map could be moving and attacking simultaneously, depending on the size of map used trying to auto zoom to show that could well mean that neither of these events is on screen.

On the scrolling idea I guess setting your location before the action resumes could work, though wouldn't allow you to watch both sides of the map.

Split screen is a very interesting idea, though I'm struggling to think how I'd implement that, particular as I'd want it to dynamically split/recombine depending on distance apart, I also hadn't yet determined number of characters, using split screen would set a limit here as you mention. (I can easily see how to process the multiple screens graphically, working out what sounds to play if any would be tricky, and a dynamic split/ recombine may be too impractical).

Avee: I've played Ogre Battle 64, I can see how it addresses some of the issues I'm thinking of but it doesn't have the feel I'm aiming at, the slow pace being a factor. I'm also well familiar with FF6 and know that scene well, it is certainly an option.

I think I need to get some time to experiment and see what works this real time idea may prove completely impracticable and overly clunky, in which case I could go for either: a more RTS like system or a more fire emblem like system(the later being where I'll probably go if this brainstorm doesn't work)

Thanks for all the ideas and any other comments will be appreciated.

Battle system

The problem with scrolling is the whole idea of 5 second bursts of action, an RTS with a pause feature wouldn't have this problem whereas my specific idea does.

Centering on the main character may work, I'm not sure. The distance limiter is another option though would feel very odd.

I don't have the skills for 3d I could learn but I actually like 2d. I could do a zoom anyway but again the whole issue of the action being only 5 seconds at a time would make any zooming or scrolling impracticable.

I could do large battles made up of smaller segments where you clear one screen then move to another, but that would create the very artificial feeling I'm trying to avoid.

I think I'm looking at one of three options:

a) use planned system with no battle map bigger than the screen

b) do a more RTS like system

c) scrap the real time and do a more FE like system

I want a fourth option but can't see it

Battle system

Liberty: I haven't played suikoden 5 but from a quick look on YouTube it doesn't look like what I mean as it looks just like an RTS with faceless armies and slow paced large scale action. My idea is a weird cross between turn based and real time with fast flashy "rpg style" attacks.

LockeZ: I haven't played X-com, on the reason for the real-time element the two things I really dislike about fire emblem are a) how you can produce effects that could not be produced in reality through the sequencing of turns and b) the way it makes battles very relaxed and laid back. The idea of making it semi-real time is to remove both of those factors, creating a system where turn sequencing is irrelevant and the battle hopefully feels hectic. I entirely agree that it could be quite tricky to play

I feel I can probably address the difficulty with careful tweaking of the system though I could be wrong here.

The matter that feels insurmountable is that with fast paced short bursts of action I see no way to have a map that's larger than the screen. Does anyone have a thought on this?

An RTS with a pause button may be a better idea, I'm not sure how well it would work I should give it some thought. (I love Old school RPG style combat menus too much perhaps)

Battle system

I'm currently considering a possible project (purely in concept stage, may go nowhere) which I want to be somewhat distinctive, and I'm trying to think how to create an interesting and yet original battle system.

Considerations:

1. I like the idea of having large battles in a game as the idea of only ever fighting a handful of enemies at a time is normally quite unrealistic. (Why on earth would the demon lord or whatever cliche villain you have send his men at you 5 or less at a time?)

2. I also love how in an RPG you can gain an attachment to characters and so I want a system where you control a small number of individuals.

3. I want a system that feels realistic, not in the sense of real world this concept is a fantasy game, yet in the sense the combat accurately simulates what a fight would be like.

4. My theorised world would have some characters who can act exponentially faster than others and I want the combat to represent that

5. The game if it is made will be 2d and I really don't like most 2d action RPGs and don't want to make one

Analysis: the clear answer to 1+2 is a fire emblem style system, but it falls down on 3, the fact you can get various advantages based on the order you have people act in FE always irked me as there is no reality based justification.

Traditional combat systems e.g. old final fantasy games (and most rpg maker games) have no good way of showing a big battle.

The idea I've come up with is for an "interrupted" real time system. With a battle taking place in real time with a Fire emblem style (moving around a map with multiple units etc), the first problem is how to control such a system, fire emblem works because it is strictly turn based, hence the "interruption".

Combat would happen for around 5 seconds it would then pause and you would queue up movements and actions for your units (with every action using AP and each unit having a set amount of AP based on their speed) combat would then resume for 5 seconds with the actions you've queued being performed before pausing again etc.

Your characters would have a mini AI to react to enemies moving out of the way + collisions.

The big problem I've run into is I'd have to limit the battle maps to what fits on the screen as otherwise you won't be able to see what all your characters are doing as it would all happen at the same time. This may undermine the while idea of larger scale fights.

What thoughts do people have on this concept and the potential downside I highlight + any other issues?

Can anyone think of a better answer to my 5 criteria?

(Don't worry about the practicality of making the proposed system I'm a pretty good scripter, though I admit it would probably take me months to make what I describe above if I ever work on another project I'd rather it be good than quick)

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