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Dragon Ball Z: Chou Saiya Densetsu for SNES style battle system

This was a SNES game with a battle system that was great to look at and exciting to watch but sadly it relied on a dull card based chance system to determine the outcome of a battle and your level was the only real factor in determining the outcome to a battle. I want the script to retain the system's good points while introducing the traditional sideview Battle System's normal menus where you can select items and special attacks etc.

Anyway, this is a battle system which can just be a variation of the the side view turn based battle system. I don't need it exactly accurate to the original.


The key features of the battle system that made it cool were:

1. With each melee "attack" there would be a sort of mini-cutscene where the two fighters involved would exchange numerous blows (punches and kicks) using lots and lots of sprite animation and the one who won (the attacker) would knock back his opponent for damage.  If the attacker did not win (like a miss in standerd RPGs) the fighters break away with no damage (both are knocked back slightly). (This was only for a boss battle, there is a separate miss animation sequence)

My ambition for a system like this would be that FIGHTING GAME sprites could be used! Imagine the possibilities with the amount of sprites the average fighter sprite has! Tired of the normal turn based system where a character will just stand there and get hit by an attack? This excites me because its more realistic if not a little more long winded (a way to skip would be good too I suppose).

STANDARD ATTACK:

A MISS
http://i234.photobucket.com/albums/ee51/Lvondas/anim176.jpg[/img]
http://i234.photobucket.com/albums/ee51 ... nim181.jpg[/img]
http://i234.photobucket.com/albums/ee51 ... nim201.jpg[/img]

2. Depending on damage you caused by your attack (either special or normal) determined by luck or level, the animation sequence would be different. For example the equivilent of a "critical hit" would be one of these and could mean an epic extra animation at the end or the attack for extra damage. With level increace these can have more stages/levels and look more over-the-top to show the results of being a high level.

Screenshots (these are not heavy strikes so the enemy does not slam into anything) (in the real game the equivilent of a critical hit would happen 1/2 if the enemy was significantly weaker):

Kick into the air
Horizontal Kick
http://i234.photobucket.com/albums/ee51/Lvondas/anim195.jpg[/img]
http://i234.photobucket.com/albums/ee51 ... nim249.jpg[/img]


3. Interactable battlegrounds! Depending on the battlefield and whether attack was a "critical hit" or not you could knock your opponent so far that the screen would scroll and then the character would then bash into a mountain or rock which would then explode, OR when in the sky you could knock him into the sea OR into the ground, OR when indoors you could whack them into the wall for extra damage.

4. Epic special moves with closeups of character's faces (seperate 2D portrait images need to be used) as they do them.

I hope I've said enough. With the MUGEN community having ripped more fighting game sprites than you can coun't already, expermintation with a system like this could keep me occupied forever.

P.S. I haven't looked, but is there a Shenmue/God of War Esque QTE system somewhere around here that could be implemented but with keyboard controls?

Videos of gameplay (I hope I'm allowed to post these)

Epic Special Move Example:
http://www.youtube.com/watch?v=5BgVSwYOmb8
High Level Melee example + More Specials:
http://www.youtube.com/watch?v=mTQysUhTymM
Pt 8 of a Runthrough of the whole game, good examples of the combat once again:
http://www.youtube.com/watch?v=UOz5Bg_6-MI

I hope I have given enough information. I've posted this request at RPG Revolution but its been almost a week now with no replies. Any comments will be appreciated.

I CAN RIP THE SPRITES FROM THE GAME IF NEEDED, I SHALL POST THEM TOMMOROW IF I HAVE TIME AND IF IT WILL HELP
 
Here are some ultra-basic sprites for a rushing punch for Piccolo (green guy) and some "getting hit" sprites for the Jr Saibaman. I haven't included that little star/yellow burst animation yet. Note: The line on the sprite sheets is to show the height, in the game the sprites need to be distance shown above the bar

http://i234.photobucket.com/albums/ee51/Lvondas/PiccoloSprites-1.jpg[/img]
http://i234.photobucket.com/albums/ee51 ... prites.jpg[/img]

Here is the background (just a screenshot) and another screen show of the cut background (when an enemy goes off screen and then on again, it comes on this second background)

http://i234.photobucket.com/albums/ee51/Lvondas/Background1.jpg[/img]
http://i234.photobucket.com/albums/ee51 ... round2.jpg[/img]

I might post the same backgrounds with layers shown (2 layers) next.

UPDATE: more sprites added to the piccolo sheet
 

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