Stamina Based Battle System
Introduction
This battle system was inspired by Chrono Trigger, Cross and Phylomortis - Avant Garde 's battle systems. This system is somewhat a combination of the three, with the more harsher elements of Phylomortis' system removed.
A thing I've discovered about many menu based battle systems - that is, ones that are not Action Based by the Zelda or Mana series - is that the characters are always bound to something more than the menus. Real Time or Condition Timers don't really make battles any more realistic, if anything, they make them slower.
The basic idea of the "Stamina Battle System" is that characters can attack whenever they want, but the more they do, the more tired they get. If a character attacks too often, they go into an "exhaustion" state, and collapse. This is similar to being in a Sleep or Knockout state, however it wears off naturally.
Link to full details:
http://jirby.cleverpun.com/bs/
Ask any questions about this or any issues you think may arise.
EDIT FROM RMXPUNIVERSE:
I have just realised that in Chrono Trigger, no matter where you are, a battle will always have the same arrangement. So maybe my idea of battle formations should be scrapped in favour of a version where something like Pathfinding moves members/enemies to position, pans screen then faces them the right way?
Hmm. How did I not figure this out before. oO;
Introduction
This battle system was inspired by Chrono Trigger, Cross and Phylomortis - Avant Garde 's battle systems. This system is somewhat a combination of the three, with the more harsher elements of Phylomortis' system removed.
A thing I've discovered about many menu based battle systems - that is, ones that are not Action Based by the Zelda or Mana series - is that the characters are always bound to something more than the menus. Real Time or Condition Timers don't really make battles any more realistic, if anything, they make them slower.
The basic idea of the "Stamina Battle System" is that characters can attack whenever they want, but the more they do, the more tired they get. If a character attacks too often, they go into an "exhaustion" state, and collapse. This is similar to being in a Sleep or Knockout state, however it wears off naturally.
Link to full details:
http://jirby.cleverpun.com/bs/
Ask any questions about this or any issues you think may arise.
EDIT FROM RMXPUNIVERSE:
I have just realised that in Chrono Trigger, no matter where you are, a battle will always have the same arrangement. So maybe my idea of battle formations should be scrapped in favour of a version where something like Pathfinding moves members/enemies to position, pans screen then faces them the right way?
Hmm. How did I not figure this out before. oO;