edumazieri
Member
yea, the topic subject is weird, but lemme try to explain
i've been making this game, and this battle system
it's pretty inovative, and the last one i made of this sort was very fun
but i get very little time to work on it, and i'd hate to see all this work go to waste
so i'll just let you people see it and if anybody interests in the story i have for it, i could tell and maybe somebody could help´me out, or at least push me enough to try and make this work lol
anyway, here's a little screenshot
not sure how good it looks , but oh well, graphics can be changed anytime
the characters other than the one with a gun are placeholders, i made this little interesting event that sets the correct charset based on the file name and the situation the character is in (being hit, or attacking, or standing, or victory), anyway the whole system is pretty much done
altough ur gonna download this demo and say "it does nothing" it's in fact doing almost everything it needs to do
only thing left to be made (other than a few touches here and there) is the ACTIONER event as i call it. well, you select a command and this ACTIONER is the one that takes the bunch of variables it's already set and shows the scene of the character attacking or whatever. i'd say the whole thing is... 80% done. and 50% in graphics i guess.
i'm gonna talk about how its supposed to work now:
BSWN or BATTLE SYSTEM WITHOUT A NAME:
- Up to 10 units each side (10vs10) divided in 3 rows, front middle and back rows.
front units are melee, middle units are ranged, and back units serve many purposes, such as medics, or guys that add traps ( i need a name for them yet ).
there are 2 melee classes, 4 ranged classes and around 8 back row classes, each dealing different kinds of damage and acting differently.
and then it works like a normal battle system, each unit taking its turn depending on the speed, i may add morale, and other passive effects in battle for the units too.
it's not very complex actually, but in many years of gaming i've found out that the KEY to making something fun is not how complex it is, but how balanced and challenging it is, and that takes the MOST work of all. You will have over 100 different types of units to add, including unique characters with special abilities (the ones from the story) then you will have to manage your little squad, manage your ammo use, manage your profits (the game will also include a little business tycoon thingy where you will manage a sort of trading pirate company, where the profits will serve in building your army, decorating your starship, etc)
so the player will need to think and make the best working army possible.
The unit places:
F M B
1 O O O O
2 O O O O
3 O O O O
4 O O O O
in those you can add up to 10 units, so your squad can be very diverse. more ranged, more melee, or with no back units, it all depends on your strategy.
melee units have the best defense vs melee ones, but can only attack the units from the first undefended row (if the enemy has units on the front they cant attack the middle, and if there are units on the middle, can't attack the back row, etc)
ranged units are the best attacking force. shotgun units attack the middle and front enemy rows for good damage, while rifle ones can attack the back rows from the start, etc.
the melee is a bit different from the conventional method, as when a unit attacks another melee unit, a small duel happens, where you pick your attack style and the enemy picks it's defense style, and through the little "paper-rock-scissors" method it can even result in the attacker getting more dmg than the defender.
managing morale will also be the key to victory, since damage and defense are very affected by it. certain back units and certain special unique abilities will help enhance morale or lower enemy's morale. killing the enemy commanding unit will also deplete their morale bar.
aaand... that's pretty much it. it's all about managing a working squad.
battles won't last very long, except for boss ones, because i get very bored with games where it takes 5 turns to kill each enemy in a random encounter.
that gets accomplished by having units with low hp, so they die easily, specially when morale is low.
so battles will be a bit hard, and challenging, meaning you will depend a lot on actually building a working strategy, with the right units. and attacking the right enemys so to disable the ones that can hurt you must, or kill that shield generator fast, etc.
so here's some download link
what you will see in the little demo is...
well, a big tree guy, go and talk to him, and a battle will start... you can see the UI forming based on the characters you have on your party (all in variables, that you can tweak at the TEST MAP's auto starting event), it pulls the units from a database at the COMMON EVENTS.
by messing around the game, you can see some more of the functions... in the event of the tree guy, the battle start event, you can change variables to see how it adds enemys around the map (altough only the ally 1 event is correct, since i was still working on it, it needs a few copy and pastes into the other 19 units).
and also, by setting a number to the Battle Event ID var, you can see a small event happening at the start of the battle, that's for story stuff use.
anyway, there are comments ALL OVER the system, so it gets easy to understand it all even you aren't me
and, well, i know scripts and all this new gimmicks are all the hype lately... but i am old school kinda guy, and i like working with events, i'm not the best maker ever, i wish i had more time to even try to be but... well, at least this shows making stuff using events is possible (tho i did use scripts for enhancing functions of rmxp, like calling events, more pictures, etc and i hope i can remember all the names of the ppl who made those by the time i make a credits screen lol)
DOWNLOAD LINK: http://www.novasite.com.br/adusttale.rar
tell me what you guys think
and i know it's not much done, and it barely qualifies as WIP even less as demo but... it's just... i'd hate to see all this that i did (it IS a lot altough it doesn't seem to be, just see how many events and common events there are) go to waste without ever showing anybody
i've been making this game, and this battle system
it's pretty inovative, and the last one i made of this sort was very fun
but i get very little time to work on it, and i'd hate to see all this work go to waste
so i'll just let you people see it and if anybody interests in the story i have for it, i could tell and maybe somebody could help´me out, or at least push me enough to try and make this work lol
anyway, here's a little screenshot
not sure how good it looks , but oh well, graphics can be changed anytime
the characters other than the one with a gun are placeholders, i made this little interesting event that sets the correct charset based on the file name and the situation the character is in (being hit, or attacking, or standing, or victory), anyway the whole system is pretty much done
altough ur gonna download this demo and say "it does nothing" it's in fact doing almost everything it needs to do
only thing left to be made (other than a few touches here and there) is the ACTIONER event as i call it. well, you select a command and this ACTIONER is the one that takes the bunch of variables it's already set and shows the scene of the character attacking or whatever. i'd say the whole thing is... 80% done. and 50% in graphics i guess.
i'm gonna talk about how its supposed to work now:
BSWN or BATTLE SYSTEM WITHOUT A NAME:
- Up to 10 units each side (10vs10) divided in 3 rows, front middle and back rows.
front units are melee, middle units are ranged, and back units serve many purposes, such as medics, or guys that add traps ( i need a name for them yet ).
there are 2 melee classes, 4 ranged classes and around 8 back row classes, each dealing different kinds of damage and acting differently.
and then it works like a normal battle system, each unit taking its turn depending on the speed, i may add morale, and other passive effects in battle for the units too.
it's not very complex actually, but in many years of gaming i've found out that the KEY to making something fun is not how complex it is, but how balanced and challenging it is, and that takes the MOST work of all. You will have over 100 different types of units to add, including unique characters with special abilities (the ones from the story) then you will have to manage your little squad, manage your ammo use, manage your profits (the game will also include a little business tycoon thingy where you will manage a sort of trading pirate company, where the profits will serve in building your army, decorating your starship, etc)
so the player will need to think and make the best working army possible.
The unit places:
F M B
1 O O O O
2 O O O O
3 O O O O
4 O O O O
in those you can add up to 10 units, so your squad can be very diverse. more ranged, more melee, or with no back units, it all depends on your strategy.
melee units have the best defense vs melee ones, but can only attack the units from the first undefended row (if the enemy has units on the front they cant attack the middle, and if there are units on the middle, can't attack the back row, etc)
ranged units are the best attacking force. shotgun units attack the middle and front enemy rows for good damage, while rifle ones can attack the back rows from the start, etc.
the melee is a bit different from the conventional method, as when a unit attacks another melee unit, a small duel happens, where you pick your attack style and the enemy picks it's defense style, and through the little "paper-rock-scissors" method it can even result in the attacker getting more dmg than the defender.
managing morale will also be the key to victory, since damage and defense are very affected by it. certain back units and certain special unique abilities will help enhance morale or lower enemy's morale. killing the enemy commanding unit will also deplete their morale bar.
aaand... that's pretty much it. it's all about managing a working squad.
battles won't last very long, except for boss ones, because i get very bored with games where it takes 5 turns to kill each enemy in a random encounter.
that gets accomplished by having units with low hp, so they die easily, specially when morale is low.
so battles will be a bit hard, and challenging, meaning you will depend a lot on actually building a working strategy, with the right units. and attacking the right enemys so to disable the ones that can hurt you must, or kill that shield generator fast, etc.
so here's some download link
what you will see in the little demo is...
well, a big tree guy, go and talk to him, and a battle will start... you can see the UI forming based on the characters you have on your party (all in variables, that you can tweak at the TEST MAP's auto starting event), it pulls the units from a database at the COMMON EVENTS.
by messing around the game, you can see some more of the functions... in the event of the tree guy, the battle start event, you can change variables to see how it adds enemys around the map (altough only the ally 1 event is correct, since i was still working on it, it needs a few copy and pastes into the other 19 units).
and also, by setting a number to the Battle Event ID var, you can see a small event happening at the start of the battle, that's for story stuff use.
anyway, there are comments ALL OVER the system, so it gets easy to understand it all even you aren't me
and, well, i know scripts and all this new gimmicks are all the hype lately... but i am old school kinda guy, and i like working with events, i'm not the best maker ever, i wish i had more time to even try to be but... well, at least this shows making stuff using events is possible (tho i did use scripts for enhancing functions of rmxp, like calling events, more pictures, etc and i hope i can remember all the names of the ppl who made those by the time i make a credits screen lol)
DOWNLOAD LINK: http://www.novasite.com.br/adusttale.rar
tell me what you guys think
and i know it's not much done, and it barely qualifies as WIP even less as demo but... it's just... i'd hate to see all this that i did (it IS a lot altough it doesn't seem to be, just see how many events and common events there are) go to waste without ever showing anybody