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Enigma

{FP14} Back to the Lab Again (Game Mechanics)

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Back to the Lab (again)

 

Youtube Video ->Original Video

This is the Game Mechanic Development thread of the FP14 community event.

The subject of this thread is pretty straight forward. This is were we discuss how the what game play mechanics we will include such as battle system, party systems, windows and menus, etc... Unlike the Engine Thread which got its own dedicated thread and votes. Every suggestion will be considered and discussed. If we need to vote on which thing to ideas to support than a poll will be created but right now the most important thing to do is to discuss how the game will work.

 

For Reference, here is where you can find information about the game's setting and overall plot:

In the Year 20XX

 

PP: 4 points per meaningful post

Edited by Enigma

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I'll start with battle system.

 

Question : Do we need a battle system that will be used in most of the game?

 

If yes, then we gotta pick some battle system.

- Action Based

 

- Turn Based

Normal Turn Based (The one rpg maker comes with)

Strategy Turn Based (Final Fantasy Tactics)

Active Turn Based (FF7, RM2K3 Battle System)

 

If anyone want to add the choices for battle system, or giving some explanation about plus or minus of some battle system, feel free to do it.

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I like a strategy turn based battle system because you should really focus on your battle to win (A good example is shining force 2,It's one of the best RPGs in my opinion) But it's important to use a nice script for it.

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Usually I go with ABS, but for this game I think a strategy focused system makes more sense. Specifically a hybrid between an ATBS(Active Time/Turn Based Battle System) and TBS (Tatical Battle System).

Mainly because It will rarely just be Hale (MC) fighting on his own he'll typically have a squad. And when you have multiple squads fighting it might be to many for a simple turn based system. Thus a turn based system for squad battles, and tactical system for full scale wars. Also 2k3 battle is superior to XPs

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I agree about battles with lots of enemies/party members.

choosing commands for 5,6,7 or even 20 battlers every turn can get boring.

so whatever battle system we use, I'd suggest adding an "auto-battle" function, where a certain battler will automatically do a certain action, that the player defines before the battle.

 

also, you can only fit so many battlers into the battle screen, so a map battle may be better for a larger pary.

 

like I said earlier, the script I'm currently working on allows creating & erasing events on the map during the game, and I'll hapily edit it to fit our needs. it includes a simple on-map battle, where you can 'link' a certain event with a certain enemy or a party-member, and have them use the right skills, and the right atk/hp etc straight from the database, to calculate damage. it doesn't include battle animations, or exp gain, but those can be added easily using event-commands.

 

and.. Can you guys remind me what 'Action' and 'Tactical' battle means ?

isn't Action-battle a code for on-map battle, while Tactical-battle is the one where you move 1 square at a time?

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I'm suggesting a tactical battle system like Yggdra Union, since it fit most of the system everyone suggesting.

 

@metaclaw

Yes, Action-battle and Tactical-battle works that way.

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Here is arguably the best tactical battle system script for RMXP:

http://www.rpgmakervx.net/index.php?showtopic=4843

 

 

GubiD's Tactical Battle System

 

Version: 1.5.1.4

By: GubiD

 

Introduction

This is a Tactical RPG based battle system that most resembles Final Fantasy Tactics. Updated rather regularly and the most powerful TBS available.

 

Features

Move/Attack in any order

Counter Attacks

Dual Battle System (Allows this to work separately from the default battle system so that you can use more than one!)

Fancy Status

Unique Summon System

Extremely Complex AI System (better than in any other available tbs system, currently)

Chain Lightning Effects

Multislot & Enhanced Weapon Support

Isometric Support

Complex or Easy Animated Battlers (new to 1.5 allows way more customization to define number of poses, frames and even index flow)

Active/Team based modes

XP/VX Compatible

SDK Compatible (but it is not required)

 

Screenshots

 

Screenshots

Spoiler: 

 

 

 

Demo

XP 1.5.1.4

VX 1.5.1.4

 

Old Demo Links

Spoiler: 

 

 

Script

Please see demo for script. It is way to long to be shown here. 

 

Instructions

Spoiler: 

 

 

FAQ

Please see the help and troubleshooting section of the script in the demo. Most of the common questions are answered there.

Also please visit http://www.youtube.com/gubid for tutorials and other general how-to questions for the GTBS System. 

 

Compatibility Issues

Most scripts are compatible if placed above the GTBS. If they are incompatible.. then please inform me and a patch MAY be created. 

 

Addon's / Patches

All patches for known scripts that (used to) conflict are included in the demo.

Spoiler: 

 

 

Known Issues

Ensure that you are on the latest release (1.5.1 beta2 were all known issues are resolved as of April 29, 2010)

 

 

QUOTE ("Important Information/More Fixes")

Also one last note...

After this release(1.5.1) I will NO LONGER be creating new versions of GTBS for public use. As this will be the FINAL RELEASE, I will try to make it as bug free as possible for everyone. If you have existing Add-On request for GTBS and they have not been implemented, I am sorry but I will not be completing them. This includes the Advance Wars Add-on (with some clever eventing it is doable now). What is the reason for this decision? Well, it is because I want to focus on the development of my game, rather than this system. The system is more than adequate for my game in its features etc. The development of this system has been the main draw from me not completing anything for my game. For those that would wish to assist me with my game, then please PM me, or respond to my project topic, noted in my Sig.

 

Credits and Thanks

Nick for his original TBS 

CronoCry for his translation of ZTBS that made me think I could do it!

MGCaladtogel and Seigfried for the ISO script that was adapated/improved

CrushD for his help with projectiles

Zeriab for the reset F12 utility. Testing would have been a headache without it.

Near Fantasia for his path finding stuff (although I ended up using the one in ZTBS)

My Beta Testers: Digidog09, Ilia12345, Jaberwocky, CronoCry(Mac-RMXP.org), Rotimikid, Ragnarok Rob, and Sabao

Everyone and Anyone who reports/reported a bug in any of the online topics!

All my loyal subjects!

 

Author's Notes

Enjoy GTBS v1.5.1! :yahoo: 

 

Terms and Conditions 

You may NOT use this in a commercial game without my permission. (I deserve my fair cut!)

You may create your own addons for this script but please make me aware of them so that they can be added to the release!

The using of this script in your game is at your own risk.

You *MUST* give me credit. This didnt realize itself overnight.

Bugs may or may not be fixed when reported.

Edited by Enigma

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that battle script seems very flexible and costumizable, which is great.

just throwing some more ideas for a large party:

 

1. party-members can be 'squads', rather than a single person.

so every 4-5 people you recruit are one battler during battle (with a graphic of several people standing in a group.)

there can be several 'classes', like archers, wizards, etc, each having their own 'squad' battler.

 

2. we can do something similar to bravely default, where you have a large party,

but only some of them fight actively. you can swap them around during battle, to let them rest/charge a strong attack.

 

3. we can let the player pick who is in the party, say 4-6 charactres out of all the 'recruits'.

the rest will follow you on the map, and also fight enemies, or at least pretend to, using some eventing shenanigans.

if the party is really big, perhaps a squad sprite can be used, so instead of 10+ sprites following you around, there will be one big sprite that looks like a squad of people. or alternatively, one character can be a 'commander' that leads some recruits while the player leads the other one. so there will only be the player sprite, and the 'comander' sprite following him.

 

btw, the word "alternative" sounds like: 'make a path' in Hebrew. I cant help but wonder if that's the source of the word..

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I can program the menu system, but no mouse configurations as I'm working on that right now for my menu and it's an ass. Just give the ideas that's needed and I can get started on the weekend.

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