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Ryner talks about battles and combat

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    #61
    Re: Ryner talks about battles and combat

    Say you are in an earthy, rocky place. In this place, an earth elemental character such as Zatch will be in his element, and thus will be powered up as long as you remain in that place. The high winds in places such as "The Fortress of Scattered Winds" will pump Sophie's wind elemental power up dramatically. However, the rocky area will reduce Sophie's power, and the windy area will reduce Zatch's. Neutral and Negative don't gain any enviromental bonuses. There is only one area where a nuetral character will be hindered by they're enviroment. A negative charcter will never be hindered by his/her enviroment.

    Characters also effect other's stats. Ivan and Zatch are Fire and Earth respectively. Having a peacefully coexisting relationship, they will supplement each other's stats quite nicely. The same for Water and Wind. However, Water and Fire (Fr. Kevin and Ivan) are opposed, and will only serve to reduce each other's fighting ability. Having a character of the exact same element as one another will result in a huge power increase. Negative characters recieve no bonuses or reductions. Neutral charcters recieve bonuses from all elements except Negative.
    I like this.
    Ryner's Games

    Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

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    All you need to play is a computer, no outside program necessary!

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      #62
      Re: Ryner talks about battles and combat

      Originally posted by Ivan Rosenguard View Post
      ...or will completely lack an element (negative).
      That just gave me an idea for a kind of enemy similar to the Heartless from Kingdom Hearts...

      Originally posted by Crythania View Post
      I also created a "monster culture". It kinda bugs me when I see monsters roaming the countryside for no appreciable reason.
      EXCELLENT!

      Better yet, give them reasons why they fight your characters in the first place. That's what I hate about Metriod Prime 2. The Ing are evil for no reason whatsoever. They give the player various viewpoints from the Luminoth, of course, but they never present the Ing's viewpoint.

      As for elements, I came up with an idea for a game with a questionable future. Basically, they're aren't real "elements", but there is a resistance/weakness triangle based on what dimention an enemy is from. There are Humans (which really is anything from this world), which represents physical attacks, and is vulnerable to magic and strong (barrier) against skills. There are Demons, magic incarnate, strong against physical and weak against skills. Lastly, there's the Dragons, representing skills and strong against magic and weak vrs. physical. Of course, they aren't limited to those kinds of attacks, that's just what they're strong and weak against.

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        #63
        Re: Ryner talks about battles and combat

        Originally posted by Dusk Raven View Post
        EXCELLENT!

        Better yet, give them reasons why they fight your characters in the first place.


        All of the boss characters have a reason for attacking. Some pesky humans (our heroes) have intruded on their home (a cave or other location where the monsters have taken up residence). In most cases, that's reason enough, especially after a dialogue scene where the heroes refuse to leave. In a couple cases, one of the heroes actually provokes the guy. In most cases, the monster or dragon is annoyed by the heroes, doesn't want to help them, and a fight ensues, after which the defeated guy offers his help. He steers our heroes toward the next place they have to go, and they leave him in peace.

        Presumably, the normal monsters we encounter along the way are defending their homes or stashes of treasure from the human intruders. All of the locations where battles happen are places where monsters live. They've been living there for quite some time. I used a lot of deco and interactive elements to make caves and temples and palaces look like someone's been living there. Our heroes are actually intruding on places where monsters have been living peacefully. Granted, the monsters previously invaded the whole region. The humans fled to another land, and the monsters took up residence in abandoned towns, temples, and palaces.

        The monsters aren't evil, though. They're no more good or evil than humans are. They just live in a less civilized sociopolitical environment. There are cultural differences. Some monsters are good hearted but are just misunderstood.

        Most of the action in "Raiders Of Lekunder" revolves around our misunderstanding of monster and dragon culture. We meet some characters and discover a bit about how things work where they come from. The sequel will take this in a new direction, and the third installment in the trilogy will introduce us to a land where peaceful monsters and people coexist.

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          #64
          Re: Ryner talks about battles and combat

          I'm bumping my topic cause I'd like to point everyone in the direction of this topic:

          http://www.pavilionboards.com/forum/...223#post293223

          Especially this:

          Trigger Commands! Enemies can turn the tables on you in the blink of an eye--fortunately so can you. In certain battles, you can use trigger commands to turn the tide! [Edit:] Often times, Trigger Commands will take the form of a fourth party member on your side of the battlefield. He'll generally have 0 attack power and only 1 Magic Skill. That one skill will be a specially designed ability usable only in that situation. Say a boss has such a high Defense Power that you can't touch him. Using the Trigger Charge skill on that character's turn, you will charge his MP gauge by 1 point every turn (Trigger Commands generally only cost about 5 points) and then unleash an attack that blasts the foe's Def down to 0, opening him up for the hurt. There are more applications for this feature, but I want the players to discover those.
          That's the kind of thing I'm talking about. Ivan's using RPGM3, which is more restrictive than the Atari 2600, but he's still willing to think beyond the basic scheme of things. So the kinds of things that are possible if you just try?
          Last edited by Ryner; 08-22-2007, 03:31 PM.
          Ryner's Games

          Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

          Monster Must Die - Winner: Halloween Horror Contest - Click Here!

          All you need to play is a computer, no outside program necessary!

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            #65
            Re: Ryner talks about battles and combat

            I'll believe it when it's DONE.
            Quote of the moment - "When you cut down a tree, don't stand near it."

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              #66
              Re: Ryner talks about battles and combat

              There's nothing complicated about that which would make one believe it'd be hard to pull off.
              Ryner's Games

              Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

              Monster Must Die - Winner: Halloween Horror Contest - Click Here!

              All you need to play is a computer, no outside program necessary!

              Comment


                #67
                Re: Ryner talks about battles and combat

                A good bump on a juicy old topic. I think the trigger commands sound cool, too.

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                  #68
                  Re: Ryner talks about battles and combat

                  Originally posted by Ryner View Post
                  There's nothing complicated about that which would make one believe it'd be hard to pull off.
                  All there really is to it is changing the skills the characters have before battle.
                  Look Here!

                  Moma Mia!

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                    #69
                    Re: Ryner talks about battles and combat

                    Thanks for bumping this, Ryner. I pretty much agree 100% with it, and I applaud this thread. I love to see people thinking outside the box with RM3, and I'm with anybody that encourages that.
                    Last edited by Ωbright; 08-22-2007, 09:37 PM.

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                      #70
                      Re: Ryner talks about battles and combat

                      That trigger thing is kinda neat.

                      The only thing about battles is that if you want random battles, they become annoying. Complicating those battles makes it even worse.

                      The easy answer is to get rid of those battles. However this becomes a problem. Unless you have a nice and deep complicated dungeon design, there is nothing to break the monotony.

                      Although having deep boss battles is always a good idea unless the rest of the game isn't boring it's hard to do. Even with RPGMXP if you make an RPG you have to make sure that your players are still intrigued.

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                        #71
                        Re: Ryner talks about battles and combat

                        hmm that trigger command looks very interesting indeed. i never though about using something like that. i can see alot of potential if given more thought.

                        thats why i like rpg maker one so much, because you dont have the iron hard restrictions. the simplicity of it makes all the world of difference because the best ideas revolve around interesting uses of simplistic commands.

                        Thank you Ωbright for the sig fix!
                        Card Three is released! You can find it here!

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                          #72
                          Re: Ryner talks about battles and combat

                          Why don't you have a dungeon where you have to exchange different items throughout the dungeon and there are different types of monsters/events that happen when you're holding a different item. That's actually super-simple in RPGM1...I think I will do that...when I get my PS2 and my copy of the game in December. =P

                          クリ~スからよ!
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                            #73
                            Re: Ryner talks about battles and combat

                            All this "fighting in their element" talk sounds like a programming nightmare. And then what's the end result? You want to fight wind characters with earth characters, and if they're in an earth temple then they're souped up a little bit. It sounds like age old elemental combat in the end, only with lots and lots more programming.

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                              #74
                              Re: Ryner talks about battles and combat

                              Originally posted by coldwar View Post
                              All this "fighting in their element" talk sounds like a programming nightmare. And then what's the end result? You want to fight wind characters with earth characters, and if they're in an earth temple then they're souped up a little bit. It sounds like age old elemental combat in the end, only with lots and lots more programming.
                              And yet, I found it to be one of the easiest parts of making my game. It really is pretty simple. And it does add something to the battles. Yes, it is age old elemental combat, but with a new twist. And there are no "earth temples".

                              And I humbly thank everyone for the interest in my game. I have a MaxDrive now (and I finally got it to work) so I can upload the Demo when I'm finally happy with it (Gawd, is the first part of the game always the hardest? I mean, I've got other parts of the game already made, but I keep going back and changing things for the tutorial/first dungeon part. Alas, I may never be truly happy with it....)
                              Last edited by Ivan Rosenguard; 08-26-2007, 01:37 PM.
                              "I love this moment so much I want to have sex with it"--Dr. Cox, Scrubs

                              "I love this moment so much I want to cheat on that last moment with this one, marry it, and have lots of little moments."--Dr. Cox, Scrubs

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                                #75
                                Re: Ryner talks about battles and combat

                                I hate battles in RPG Maker 3, but it sounds like they work better in RPG Maker 2, so yeah... the battle system in RPG Maker 3 is too hard and boring for me.

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