HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

New RPG Battle System?

11-15-2003, 10:22 AM#1
Ant
Am I the only one who after a while gets tired of the traditional RPG battle system? You fight, you see an enemy, you fight again, and after a while you just want to get the fight OVER WITH. Why can't RPG battles be like RTS battles... or FPS battles instead?

Well, for one RTS battles are too long. Then how about FPS battles?

So I've started work on a new "RPG" battle system. You've seen the countless Time Crisis 2 Map Spawns here, and it works somewhat like that, just that there are multiple areas (like RPG battle arenas, or backgrounds). You walk around... and when you encounter a battle (Final Fantasy like, walk around in the "wildeness" and things start happening), it takes you to one of the battle arenas with the theme of that area (like a forest are na if it's a forest), loads a random set of enemies, and the set's behaviour (they gotta behave differently. Like they move about... teleport (some)...). After that... it's a Time Crisis 2 like battle, that probably doesn't last too long. After you win... you get money. Rinse and repeat. The RPG part comes in cause there's MONEY (and well, since you play most of the game from a top-down view it isn't an FPS). Use the money to buy better weapons and such. Also, I'm thinking of doing boss battles in special boss arenas so the boss battles can last up to 5 minutes without becoming boring, cause in that 5 minutes u fight the boss in somewhat different areas.

I think this isn't so boring cause there are many sets of enemies to fight, there's a lot of player involvement, and there are many environments that actually affect the way you play (like a forest provides more cover, not just being a forest backdrop for you to battle in).

So, this is mainly to find out what you guys think, and get suggestions on the system. Should I continue? Does it work well? Is it better than the traditional RPG battle system?

Edit: The Map is down. Around reply 24.
11-15-2003, 03:20 PM#2
DarkenPride
It's pretty cool, but won't it be taking up a lot of space if you want the terrain to be different every time depending on where you are?
It's exactly like Final Fantasy, but it'll be hard to train if you wanted to train because the fights happen randomly, not because you see a creature and fight.

I think this would be nice, but once again, this would be difficult to make.
11-15-2003, 07:08 PM#3
Bloodlust
welcome to last year

or

sorry, you are 1.4 years to late
11-15-2003, 07:25 PM#4
icy_hot_monky
sounds like it might work
11-15-2003, 08:52 PM#5
linkmaster23
its possible, prolly would be big tho.
11-16-2003, 03:05 AM#6
Ant
Quote:
won't it be taking up a lot of space if you want the terrain to be different every time depending on where you are

Well, it loads a template dependin on your enviroment. Like if you battle in a forest it'll load one of the few forest templates, and if you battle along the path it'll load one of the few "along the path" templates. A template only takes a small area, while the enviroment as a whole is a much larger area. The only fight templates that take up a lot of space are the boss fight templates... but it won't take up THAT much space.
Quote:
but it'll be hard to train if you wanted to train because the fights happen randomly, not because you see a creature and fight.

well, training here works like training in final fantasy. Walk around and get a fight. I don't really plan on forcing people to train though... since much of how the battle goes depends on personal skill. I myself never trained in any RPG, I just took the fights that I came into on the path of the quest (FF6 was an exception, trying to get 4 ragnoraks from curse shield). Training should just be FF style. The See creature and walk to it to fight is a chrono trigger system, and I don't think I'll implement it, not because it's a bad idea (it's a good one), but cause I don't think it's suitable... yet... maybe I'll do it later.
Quote:
sorry, you are 1.4 years to late

Hmmm? Sorry I don't get you.
Has there been another similar battle system last time?
Yes I am aware of the development of FPS in WC3 (I for one developed one of the first fps systems last year). Everyone's well aware of FPS mod.

I'll release the demo-thingy soon (not that soon).
11-16-2003, 05:51 AM#7
Toxicseaweed
just to know how long til you plan to release this DEMO?
11-16-2003, 08:10 AM#8
Ant
two weeks max before the demo is up (if I concentrate work it'll be up in two days, may be up anytime between then).
I started work quite some time ago but End of Years caused some problems and since then i haven't picked up the project again.
The battle system is already done. Right now I have 3 things to do to release the demo-thingy.
1) Get the "out of battle" control scheme done (it's isometric arrow key stuff... simple and all).
2) More enemy groups. Right now I can't think of many enemies, so my battles rotate between two enemy groups in different settings.
3) Actually get a storyline. Right. I could release it just system without storyline. Right I think i should post screenshots whee.
11-16-2003, 08:41 AM#9
XVoltaireX
Have you ever played Secret Of Mana? or Its new release Sword of Mana of GBA?

In these games you see an enemy, then you go into battle mode, which is in real time, and you run around avioding attacks and attacking your self with spells and with weapons. Then after you attack enough you fill of this meter for a specail attack, then it is release normally for a more powerful attack or multiply attacks.
11-16-2003, 04:12 PM#10
linkmaster23
that too. LOL. GO SERECT OF MANA!
11-16-2003, 06:26 PM#11
Ligature
The biggest problem with old RPGs is: RANDOM BATTLES!

Random battles are the most frustrating thing in any RPG... the best games always, always let you do something to avoid monsters. Even if it's something like "using a certain kind of item prevents monster attacks" it's better than having no control at all over whether you run into a battle. Control is a good thing - the more you have control over, the more you have to think.
11-16-2003, 09:07 PM#12
Shark
Quote:
Originally posted by Ligature
The biggest problem with old RPGs is: RANDOM BATTLES!

Random battles are the most frustrating thing in any RPG... the best games always, always let you do something to avoid monsters. Even if it's something like "using a certain kind of item prevents monster attacks" it's better than having no control at all over whether you run into a battle. Control is a good thing - the more you have control over, the more you have to think.


i'm for it too :)
or, if u'r ripping off FF, make a chocobo or something like that so u could avoid fights....

here's a trigger for it :)

E: unit enters <RandomFight xyz>
C: (entering unit) not equal to <chocobo_unit>
A: move entering unit to RandomFightArena 1
run trigger Setup Monsters <gen>

:))))
and for the chocobo, u could use hipogriph, and to make a unit "chocoboed" try the load archer ability...

or will that one kill the hero ?
i know that when u use pandaren elemental ability, and the units splits up, if u use mirror image on all of them, the hero will be dead...
11-17-2003, 04:18 AM#13
Ant
I'll keep that in mind.
The triggers will be quite simple. If you walk past a region, random battles are enabled. I'll just make it not enabled if you walk past it in say... a steam tank. A horse? A ghoul rider?
Yah the items like they did in some game... repel... to keep monsters away. Yah I may do that.
But as I said, I'll keep that in mind.
11-17-2003, 04:15 PM#14
Ant
Screenies!
The demo is coming shortly. It won't feature any storyline though.
That screenshot shows you hiding to dodge a bullet. Whee.
11-17-2003, 04:18 PM#15
Ant
This shows another enemy on the same set.
I think the selection circle and the hand can be changed in game interface. And I'm too lazy to retake the screenshots.