Gameplay - Battle System
2 posters
Page 1 of 1
Gameplay - Battle System
Probably not much discussion required here. typical turn based battle system right?
But should it be an ATB type system, like FF7, or just predetermined turn order? Also, how many characters fighting? 3? 4? 17?
Oh yeah. Limit Break! should we call it limit break?! also, how many limit break moves should there be?
SO, heres a hard list of what i am working on getting into the Battle system.
[X] = Complete
[x] 4 Character Battles.
- Easy modification. Done.
[X] Working ATB system
[X]-Having Issues with this, when having more than 4 party members.
-Found a new party change system, that works great with RTAB. had to edit a couple small things in the scripts, but works flawless now.
[] Summons
-My idea of how this will work: Treat the summons like a skill, but make them super powerful with sweet animations.
-Need to create new battle option called "Summon"
[] Limit Break
-A version of this has been included with the script pack i downloaded for the sideview/animated battlers, but its not quite what im looking for. All it does is disables a skill (in the skill option) until limit break is full. I suppose this would work, but ill look into making a LIMIT option popping up once the gauge is full.
[] Character stat system
-IDK wtf is going on with this. Has a default one, but that doesnt have shit for stats.
[X] Steal/Mug
- Figured it out, just gotta balance once we start making the actual game..
[X] Sideview/Animated battlers
- Tested with my own. Works good. Just gotta get the spritesheets.
I'm sure ive missed things. Will update as needed.
But should it be an ATB type system, like FF7, or just predetermined turn order? Also, how many characters fighting? 3? 4? 17?
Oh yeah. Limit Break! should we call it limit break?! also, how many limit break moves should there be?
UPDATE::::::::::::7/29/2011
SO, heres a hard list of what i am working on getting into the Battle system.
[X] = Complete
[x] 4 Character Battles.
- Easy modification. Done.
[X] Working ATB system
[X]-Having Issues with this, when having more than 4 party members.
-Found a new party change system, that works great with RTAB. had to edit a couple small things in the scripts, but works flawless now.
[] Summons
-My idea of how this will work: Treat the summons like a skill, but make them super powerful with sweet animations.
-Need to create new battle option called "Summon"
[] Limit Break
-A version of this has been included with the script pack i downloaded for the sideview/animated battlers, but its not quite what im looking for. All it does is disables a skill (in the skill option) until limit break is full. I suppose this would work, but ill look into making a LIMIT option popping up once the gauge is full.
[] Character stat system
-IDK wtf is going on with this. Has a default one, but that doesnt have shit for stats.
[X] Steal/Mug
- Figured it out, just gotta balance once we start making the actual game..
[X] Sideview/Animated battlers
- Tested with my own. Works good. Just gotta get the spritesheets.
I'm sure ive missed things. Will update as needed.
Last edited by Admin on Fri Jul 29, 2011 1:15 am; edited 7 times in total
Re: Gameplay - Battle System
I vote four. And idk what atb means
sandwichTits- Mod
- Posts : 8
Join date : 2011-07-20
Re: Gameplay - Battle System
lololol sandwich tits.
4 seems like its a good number.
ATB beans you have to wait for a meter to charge up, then you can attack. the best example of this would be in the Final Fantasy 7 battle system. This would be a bit more complicated when creating the battle system though. But then again, status effects like slow or haste would be easier to do me thinks, so im willing to try either way.
But since 4 characters are in a battle, i think its safe to say that this system will turn out to be very similar to the Final Fantasy 9 battle system.
4 seems like its a good number.
ATB beans you have to wait for a meter to charge up, then you can attack. the best example of this would be in the Final Fantasy 7 battle system. This would be a bit more complicated when creating the battle system though. But then again, status effects like slow or haste would be easier to do me thinks, so im willing to try either way.
But since 4 characters are in a battle, i think its safe to say that this system will turn out to be very similar to the Final Fantasy 9 battle system.
Re: Gameplay - Battle System
I like the atb. And limit break is fine unless you think of something not gay. I think having four that are unlockable as you level up is good
sandwichTits- Mod
- Posts : 8
Join date : 2011-07-20
Re: Gameplay - Battle System
Good. Good.
I just realized were gonna need attributes.
Heres what i had in mind:
HP
MP
Str
Agi
Stam
Mag
Def
Mag Def
Pretty standard stuff, though i feel like there should be one or two more.
I just realized were gonna need attributes.
Heres what i had in mind:
HP
MP
Str
Agi
Stam
Mag
Def
Mag Def
Pretty standard stuff, though i feel like there should be one or two more.
Re: Gameplay - Battle System
Umm just like luck and dexterity..
sandwichTits- Mod
- Posts : 8
Join date : 2011-07-20
Re: Gameplay - Battle System
Good call. i knew i was forgetting something. P.S. Ranged physical attacks can focus on dexterity now. durr
Re: Gameplay - Battle System
If things go as planned, i will have a horribly balanced battle system demo on the ready by the end of the week.
Re: Gameplay - Battle System
okay. gotta make sure to have hilarious victory celebrations after battles
sandwichTits- Mod
- Posts : 8
Join date : 2011-07-20
Re: Gameplay - Battle System
Indeed. What about In-Battle Character switching. I say yes, because that's the first thing i managed to accomplish.
So....heres a demo. walk up to the hole and press enter. BATTLE MODOOOODOOODDDDEEE.
These are all just demo sprites and gay shit. dont worry, animations, side style, summons, and other shit are coming.
Right now, the only thing that should stand out is the ability to switch characters during the battle.
[You must be registered and logged in to see this link.]
Also, random battles will be enabled later on.
So....heres a demo. walk up to the hole and press enter. BATTLE MODOOOODOOODDDDEEE.
These are all just demo sprites and gay shit. dont worry, animations, side style, summons, and other shit are coming.
Right now, the only thing that should stand out is the ability to switch characters during the battle.
[You must be registered and logged in to see this link.]
Also, random battles will be enabled later on.
Re: Gameplay - Battle System
FUUU DOUBLE POST.
Also, working on an ATB meter next, rather than gay whatever the fuck shit that is.
Also, working on an ATB meter next, rather than gay whatever the fuck shit that is.
Re: Gameplay - Battle System
[You must be registered and logged in to see this link.]
Here is the right link to dl the shitty demo.
Here is the right link to dl the shitty demo.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|