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Creating a Streamlined Battle System

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    #61
    Re: Creating a Streamlined Battle System

    Originally posted by JPS View Post
    Yes I figured it out, and thanks for saying amazing, it isn't really amazing to me, I was just trying to figure out a system to be able to create monster's that flow with player stats, and this has stumped me for months, so I sat down and figured it all out, it wasn't that hard, just figure out a few things, like how many times he has to hit you and how many times you have to hit him, and take things one at a time and its pretty straight forward.

    By the way would anyone be interested in another thread about "How To Make A Streamlined Currency System", like how to properly set your weapons/items/accessories/etc... to the proper cost and monsters to proper gold settings so it isnt to hard/easy to get items? Because I think I figured out a few formulas for that also, its just as long(if not longer) then this tutorial so I need some input before I do that.
    Sounds good to me.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

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      #62
      Re: Creating a Streamlined Battle System

      I started to make one, but it turned out more complicated then I thought, Ill get around to doing that eventually.

      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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        #63
        Re: Creating a Streamlined Battle System

        Okay, I get everything.

        Except MAG.

        I'm still not quite sure what the stat actually does. Does it just add damage to the skill or what?

        If so, how does MDEF affect that?
        Last edited by sephiroth7734; 10-19-2007, 10:33 PM.

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          #64
          Re: Creating a Streamlined Battle System

          MAG adds to the damage that spells do, MDEF take away from opponents spells.

          Odd thing is that Magic is like normal, souped-up attacks, but skills do pretty much a set amount of damage. Because of that I've been thinking of having my "skills" be magic.
          Last edited by Dusk Raven; 10-19-2007, 10:39 PM.

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            #65
            Re: Creating a Streamlined Battle System

            That's pretty much the same that I did with the last three games I made. Having skills cost HP is ridiculous, unless it's like "Darkside", which is also ridiculous. The downside is that Silence prevents you from using abilties the game doesn't know aren't magic.

            Thanks, though!

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              #66
              Re: Creating a Streamlined Battle System

              I like making Skills, such as a "life Transfer" skill, where you heal a party member but lose some health (because it's a skill)

              Or have a skill that regains MP, turning HP into MP.

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                #67
                Re: Creating a Streamlined Battle System

                Hey, JPS. May I make a suggestion?

                Your battle formula system works perfectly if you've only got one party member. But if the game features a variety of characters, whom are exchanged between your party frequently, giving them all the same stats would be... well, you know.

                I suggest adding a part about "AVERAGES". In my past games, I made it so that the enemies' stats were set up based on the party's average stats, so that they wouldn't be too strong for the weaker party members.

                And don't forget EXP. Include a system that allows all party members to level up at a relatively even rate (even though they may be constantly switched out) without the main character getting too much further ahead.


                On a side note, does MAG affect healing spells? And are healing spells affected by MDEF?
                Last edited by sephiroth7734; 10-20-2007, 06:01 AM.

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                  #68
                  Re: Creating a Streamlined Battle System

                  Originally posted by sephiroth7734 View Post
                  Hey, JPS. May I make a suggestion?

                  Your battle formula system works perfectly if you've only got one party member. But if the game features a variety of characters, whom are exchanged between your party frequently, giving them all the same stats would be... well, you know.

                  I suggest adding a part about "AVERAGES". In my past games, I made it so that the enemies' stats were set up based on the party's average stats, so that they wouldn't be too strong for the weaker party members.

                  You can average them yourself and put them in, I have very limited space to work with

                  And don't forget EXP. Include a system that allows all party members to level up at a relatively even rate (even though they may be constantly switched out) without the main character getting too much further ahead.

                  Thats not possible with any RPG you play, your main character will always be stronger then the ones you switch out


                  On a side note, does MAG affect healing spells? And are healing spells affected by MDEF?

                  Healing is not affected by either, only attack magic/skills use MAG and MDEF
                  .
                  Last edited by JPS; 10-20-2007, 07:08 AM.

                  Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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                    #69
                    Re: Creating a Streamlined Battle System

                    Originally posted by Red Dragon View Post
                    I like making Skills, such as a "life Transfer" skill, where you heal a party member but lose some health (because it's a skill)
                    That's an idea. Skills could also be good for stat boosting, or things where you need to give up part of your life force.

                    Or have a skill that regains MP, turning HP into MP.
                    That's a favorite of mine. I call it "Re-Energize".
                    Last edited by Dusk Raven; 10-20-2007, 10:54 AM.

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                      #70
                      Re: Creating a Streamlined Battle System

                      Originally posted by JPS
                      Thats not possible with any RPG you play, your main character will always be stronger then the ones you switch out
                      Not true. You could make each characters' level up speed different.
                      Give characters you have a lot Slow speed.
                      Give characters you don't have a lot Fast speed, etc.

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                        #71
                        Re: Creating a Streamlined Battle System

                        I've played a few games (I forget which now) where every character gains experience whether in the battle or not. I know Gladius is like this. Granted, it's a mere pittance compared to those actually involved in the battle, but it helps keep your characters semi-close, level-wise, to each other.

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                          #72
                          Re: Creating a Streamlined Battle System

                          Any idea how we could use variables for that sort of thing?

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                            #73
                            Re: Creating a Streamlined Battle System

                            Originally posted by sephiroth7734 View Post
                            Not true. You could make each characters' level up speed different.
                            Give characters you have a lot Slow speed.
                            Give characters you don't have a lot Fast speed, etc.
                            At a slow setting they will slowly gain levels but in the higher levels they will actually level up faster then the characters set on "fast"
                            Last edited by JPS; 10-21-2007, 06:55 AM.

                            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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                              #74
                              Re: Creating a Streamlined Battle System

                              I know. The characters that have been out of party for a while will catch up easier by having faster level-up speeds.

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                                #75
                                Re: Creating a Streamlined Battle System

                                Ah ok, I get what you mean now, sorry, sleep deprivation on my part

                                Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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