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    Battle System Tease

    I've spent altogether too many hours in the last month working on different gameplay mechanics in my XP project, but it's not for nothing.

    I'm hoping to actually announce the game and explain the whole concept in a few months, but since I've gone so long without posting news in my studio, here's a little tease about a few custom elements of the battle system.

    Everything below has already been implemented unless noted otherwise:



    ***Turns***

    Instead of giving orders to your entire party at once, then watching the action play out, your characters take action as soon as you give them a command.

    Every turn, all battlers receive "Turn Points" based on their Agility; the character with the most Turn Points gets to move next and then loses a large number of Turn Points. Some skills can affect the flow of battle by changing a battler's Agility or even by directly changing their Turn Points. Using speed to beat an opponent is a very legitimate strategy.

    Each time a character or enemy acts, that's considered a "turn", meaning that you can take immediate action to push an enemy back in the turn order, and also allowing health degen/regen to occur smoothly over time.



    ***Stats***

    I didn't like the arcane battle formulas that came with the game, so I made some major simplifications to the math and got rid of as many "hidden stats" on skills as possible. Each stat does one or two things and the way they affect the battle calculations are simple and clear.

    Skill Multipliers: A measure of a skill's power. For Martial/Weapons skills, base damage is the attacker's Strength times the skill's Multiplier. For Elemental/Arcane skills, base damage is the attacker's Intelligence times the skill's Multiplier.

    STR: For each point, increases the damage on normal attacks by one point, and increases the damage on Martial/Weapon skills by the skill's multiplier.

    ATK: For each point, increases the damage on normal attacks and Weapon skills by one point.

    INT: For each point, increases the damage on Elemental/Astral skills by the skill's Multiplier.

    AGI: At the beginning of each turn, a battler receives Turn Points equal to their Agility. Also affects your chances to Escape a battle, like in the default battle system.

    DEX: Affects your Critical Hit chance for all attacks and skills. With the same Dexterity, there's about a 15% chance to Critical, increasing your damage (and a 6% chance to Supercritical, massively increasing it), before the Defense reductions are applied. If you've got twice the DEX of your target, those odds are doubled.

    PDEF: For each point, decreases the damage taken from Martial/Weapon skills by one point.

    MDEF: For each point, decreases the damage taken from Elemental skills by one point.

    (Astral skills' damage cannot be reduced by natural defenses as they affect the target without an intervening medium.)



    ***Skills and Classes***

    At the heart of the battle system are dozens of unique skills you'll use to take down your equally varied foes. In most RPG's, you have to worry about saving your MP for the boss, and resort to hitting "attack" over and over. My battle system includes MP, but you can also cast using Adrenaline, which builds up throughout the course of every battle - so you can unleash your power and creativity at will.

    Each character has one or two specialties, such as Alchemy, Energy, Nature, or Time. These forces are versatile, and each class will eventually have dozens of possible skills which are different enough that none should ever become obsolete. The main character has access to most skills in the game, so you can become a master in any specialty you choose, or even dabble in multiple classes.

    I know, lots of promises at work here. To whet your appetite, here are a couple of skills I've already implemented:


    Heat - This specialty includes both fire and freezing, and can be used to protect or destroy. Most of its skills are Elemental.

    Ring of Fire: Surrounds an ally with a ring of flame, dealing heavy damage to any enemy who uses a physical attack on that ally.

    Diamond Dust: (2.4 multiplier) Freezes moisture into shards of ice, dealing heavy ice damage to one enemy. May freeze that enemy solid for a short time, which causes them to gain no Turn Points and become vulnerable to physical attacks.

    Hex on Fire: (0.5+ multiplier) Does Fire damage to one enemy and causes them to burn for a short time (-3 health per turn); can only be used on enemies suffering from a hex (negative status). Multiplier increases dramatically for each hex on that enemy.

    Time - This powerful but difficult specialty controls the flow of time and can indirectly bend space as well. Most of its skills are Astral.

    Chrono Blast: (2.4 multiplier) Does heavy damage to one enemy, plus deals the same amount of Time damage to that enemy's stash of Turn Points.

    Quickening: Unchains the flow of time, making health regen/degen occur three times as quickly, and allowing spells which normally require time to charge to be unleashed immediately.

    Equinox: (1.5 multiplier) Does damage to all enemies; guaranteed Critical Hit if the user is affected by both a charm (positive status) and a hex (negative status).


    Alchemy - This specialty is all about creating and transforming items and creatures. Its skills vary between Astral, Elemental, and Weapon.

    Caustic Potion: Creates a "Caustic Potion" item which can be used by any character to deal heavy acid damage to one enemy. Creating a potion using Mana will allow it to stick around for several game-hours until you use it. Creating the potion using Adrenaline will make it last only until the end of the battle.

    Soma: This expensive skill creates a "Soma" item which can be used by any character to gain health, adrenaline, and Turn Points for several turns. Like the Caustic Potion, it lasts longer before disappearing if created using Mana.

    Transmute: (1.1 multiplier) Does light Alchemy damage to one enemy; if this spell defeats an enemy, you receive an item depending on the type of enemy defeated. Plant-based enemies might be turned into fibers, spices, or linens; water-based enemies might be turned into potions or gels. Humans and faeries are immune to this spell.
    Last edited by Wavelength; 01-01-2013, 11:05 PM.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

    #2
    Re: Battle System Tease

    I know nothing of XP, and I'm really not into all the ins and outs of battling, but wow, it seems like you can really do some awesome stuff when you take the time to figure out the details.

    I'm most interested in what you mention about the skills that affect Time. Those sound like they would be very useful and fun to implement

    I was almost laughing out loud when I read that plant enemies might be turned into spices for your inventory under the skills that Transmute.
    Last edited by Pagerron; 06-30-2011, 07:26 PM.
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

    Comment


      #3
      Re: Battle System Tease

      Yeah, it's certainly better than RPGM3, Pag.

      Demo Incoming: http://www.pavilionboards.com/forum/...2&postcount=67
      Walk the Road ~ 31 Days: http://www.pavilionboards.com/forum/...02&postcount=1

      Comment


        #4
        Re: Battle System Tease

        Every few days I add a couple new unique skills, items, or enemies. If I get a nice block of time to work, I make some maps, events, or create entirely new features.

        Something I've wanted to do for a while was add a status window to the battle screen, since my battle mechancs involve a lot of persistent effects and the default system only lets you see one status on a character.

        It ended up being a lot harder than I thought, since I needed to get familiar with all the RGSS terminology the game uses to create windows and pass data into them! Once I got the hang of it, though, I was amazed how everything just 'worked'. And I'm pretty happy with the way it all came out. If anyone wants to know how it's done, just ask.

        Next steps are to add some aesthetic touches (make it easier to differentiate good statuses from bad, resize the window, and so on) and add the character's current stats to the battle status screen.

        Here's a couple of screenies I took. The monsters are original, I created them from scratch in Photoshop (my friend kept yelling "That's Petey Piranha!"). The character models, of course, are default (for now) - I'm nowhere near the artist I'd need to be to create those!


        Customized Battle Command Menu:




        In-Battle Status Screen:




        I'm hoping to release a demo with a few explorable areas in the next six months, to show off how unique the adventuring is in this game. I'll make a video sometime soon, too, because the battle screen looks a ton better in motion than in stills.
        Last edited by Wavelength; 01-07-2012, 02:16 AM.


        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

        "I live and love in God's peculiar light." - Michelangelo

        Comment


          #5
          Re: Battle System Tease

          That looks great!

          Wow...you've come a long way with this!

          Comment


            #6
            Re: Battle System Tease

            Wow, I can't believe it's been six months since I last posted here.

            Work's coming along little by little... I still imagine I'm years off from the game I want to make. I know I'm going to need some help to really make it happen, eventually.

            ===

            Designing the skills is one of the coolest parts of making my game... the classes are really coming into their own identities now. For example, fire magic often focuses on either doing mass damage and causing the "Burning" status effect (health degen), or granting bonuses for enemies that are already on fire ("Pyromania", for instance, restores adrenaline for each Burning foe, and "Ignem's Heat" deals massive damage to Burning enemies).

            Alchemy has a dual focus of creating temporary items (as in my original post) and creating material out of thin air to attack foes - these attacks are weak on their own, but can be combined with "Technique" skills to make them deadly ("Phantom Technique" allows Material spells to ignore enemy defense, whereas "Edge Technique" adds the power of your weapon to the spell).

            For the Light class, I went with the theme of light being composed of many colors - so many of its spells allow you to target enemies' elemental weaknesses. "Prism Beam" is seven small attacks in one spell, each with their own Element - good against low-defense enemies. "Tempered Light" allows you to choose an element, and your next Light spell will count as that element instead. That one was a real b**** to program.

            Each character specializes in one or two classes, so it's worth rotating your party based on what you think you're in for. With a lot of different strategies available, and tough enemies that also have their own styles, I'm hoping that you will find every battle exciting and captivating. This is definitely not a game for people who want to keep hitting "Attack".

            ===

            I've also softened just a bit on my dogma that healing should be expensive and hard to come by in a dungeon. Healing in battle is still only to be used when you really need it (potions are very expensive unless you craft them yourself, and healing spells are only moderately powerful) - but I decided it would make sense to let Food items heal the entire party, outside of battle.

            To compensate for their low price, you can only eat one meal at a time - your party will get its appetite back after your next battle, similar to the Cooking system in some of the Tales Of games. I'm really happy with this system, because it makes for very interesting decisions when choosing which Foods to buy and eat. Do you go for the 100 Gold item that heals the party for 20, or the 300 Gold item that heals the party for 40? One is better value, but you may need the more expensive item to heal 40 and survive your next battle.



            Food can cure the wounds you've taken in battle but...



            ...Now you can't eat another bite until you get your appetite back. Maybe you shouldn't have eaten all that butter. Or... whatever it was.
            Last edited by Wavelength; 07-08-2012, 12:44 AM.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

            Comment


              #7
              Re: Battle System Tease

              I love the Tales-esque food/cooking system, I wish more games had it to be honest!

              Demo Incoming: http://www.pavilionboards.com/forum/...2&postcount=67
              Walk the Road ~ 31 Days: http://www.pavilionboards.com/forum/...02&postcount=1

              Comment


                #8
                Re: Battle System Tease

                I'm astonished it's not butter...LOL!!

                The game looks amazing! I also love the crafting and elemental mechanic aspects, as I think I already told you. I look forward to playing it!

                Oh, and as much as you helped me with Tree of Life, I'll do whatever you need when the time comes! I would do that anyway, but still...

                Comment


                  #9
                  Re: Battle System Tease

                  One more cool element I've added to my game: Battle Challenges! A few of my favorite pro games have these, and I've been pondering how, technically, to add them in for a while. I finally figured it out, and here are the results on Day 2 of my work on these Challenges:


                  At the beginning of a battle, there's a chance you'll be given a random Battle Challenge. The battles are tough enough to begin with... now can you win with style?

                  So far I've scripted and tested the following six challenges. I'm hoping to create 50 or so. Suggestions are always appreciated!
                  • Challenge #1: Defeat 2 enemies at once
                  • Challenge #2: Defeat 3 enemies at once
                  • Challenge #3: Defeat an enemy with Chronic Damage (Burning, Poison, etc.)
                  • Challenge #4: Win without using any Skills
                  • Challenge #5: Inflict 4 simultaneous hexes on an enemy
                  • Challenge #6: Win with no Adrenaline remaining at the battle's end

                  If you manage to pull off the Battle Challenge, your party replenishes some health and all-important mana, and all of your active members receive Power Points, which are used to purchase bonuses on the skill tree.


                  Huge success!! Use those Power Points to upgrade skills, improve your stats, purchase bonus items, and so on.

                  Next step is to create the interface and back-end for the skill tree, so you can actually use those Power Points. I'll post here once it's done!

                  Thanks a ton to Obright, Nova, Pagerron, and everyone else who's following my updates.
                  Last edited by Wavelength; 11-07-2012, 03:24 AM.


                  How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                  "I live and love in God's peculiar light." - Michelangelo

                  Comment


                    #10
                    Re: Battle System Tease

                    This is a good idea. It's relatively simple to pull off yet adds a lot to your game. You see it in professional games a lot and it's enjoyable. Some suggestions off the top of my head:

                    Win within X turns.
                    Win without healing.
                    Defeat an enemy with one hit.
                    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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                      #11
                      Re: Battle System Tease

                      Love those ideas, Ryner, and I'll definitely create a few "Win in X turns" challenges, as well as the "don't heal" one. The "One-Hit KO" would be too easy in a lot of battles in my game, because I set up a lot of parties where weenie enemies appear alongside big ones - but definitely a good idea there that I'll keep in mind if I end up tailoring certain challenges to certain battles. Thanks!!
                      Last edited by Wavelength; 11-19-2012, 04:15 AM.


                      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                      "I live and love in God's peculiar light." - Michelangelo

                      Comment


                        #12
                        Re: Battle System Tease

                        With all the cool magic skills floating around my game, I wanted to make sure that the melee side of things didn't get left out in the cold. At the same time, I wanted to make sure that both styles felt different; what's the point of physical skills if they essentially act the same way?

                        After tossing it through my head for a few weeks, I had an epiphany yesterday: the weapons themselves come with Weapon Skills (I discussed how to pull this off in the Workshop forum yesterday), and they're used as a flashy way to complete a series of attacks.

                        Tenets of Weapon Skills:
                        • Any character who equips a weapon learns the appropriate skills. Equip a sword and you can use most Sword skills in the game. (A few swords contain unique skills that other swords don't.) Unequip that sword and you can't use Sword skills.
                        • In general, Weapon Skills are cheaper and more powerful than magic. They can only be paid for with Adrenaline, not with Mana.
                        • All Weapon Skills have a "level" from 1 to 5, roughly based on the skill's power. A Weapon Skill can only be used after a character has successfully chained together a number of attacks equal to its Level.
                        • Some Weapon Skills are known as "Chain Skills" and they count as an attack in the "attack chain" so you can use another, more expensive Weapon Skill next turn.
                        • Using your turn in any way aside from Attacking or using a Chain Skill will set the character's attack chain back to Zero.

                        So as you use basic attacks, your attack chain will grow longer and longer, enabling you to use beter Weapon Skills.


                        For now, the Attack Chain is represented by a line of asterisks that grows longer and changes color as you unleash consecutive attacks.

                        Even if you have enough Adrenaline to use a Weapon Skill, you can't do it until you've got a long enough Attack Chain.


                        The spirit is willing, the flesh is able... but the rules say NO! Dang rules. Hammer Toss is a Level 3 Hammer Skill, and she's only got a Chain of 1.

                        Skip forward a few turns, and the attack chain has been built up to 4, letting you use any Weapon Skill of Level 4 or less.


                        Hammer Toss does absolutely massive damage to an enemy, though you're Disarmed for a few turns afterwards. It's a hammer, not a boomerang!

                        I'm also thinking about having characters build "proficiencies" with types of Weapons over time, dealing more damage with attacks and Weapon Skills when you're using a weapon you're proficient with. That would let different characters specialize in different weapons, at the player's choosing, rather than making things completely mix-and-match. But I'm having trouble figuring out a good way to for characters to actually develop those proficiencies.

                        • They could develop proficiency based on the number of battles they fight with that weapon. This is the system I'm leaning towards right now. It gives a nice, controlled pace of progression over time - but it might encourage players to grind weak enemies.
                        • They could develop proficiency based on the Experience Points they accumulate while fighting with that weapon. It solves the "grind weak enemies" problem - but it would make it way too easy, late-game, to develop proficiency with a new weapon type.
                        • They could develop proficiency based on how many times they actually USE attacks and weapon skills with that weapon. It makes the most sense logically, and allows a fairly steady progression over time - but might encourage players to use lots of basic attacks near the end of battles rather than having fun with magic skills.

                        Any advice about this design issue, or other possible solutions for developing Weapon Proficiency, would be truly appreciated!!


                        ===


                        Also, I've implemented five new Battle Challenges. Many thanks to Ryner for his suggestions!


                        • Challenge #7: Win within 15 turns (each action is a turn, so this is a short time)
                        • Challenge #8: Win within 10 turns
                        • Challenge #9: Win within 7 turns
                        • Challenge #10: Win without taking any damage
                        • Challenge #11: Win without healing
                        Last edited by Wavelength; 11-29-2012, 08:40 PM.


                        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                        "I live and love in God's peculiar light." - Michelangelo

                        Comment


                          #13
                          Musing on DEX and Criticals

                          One of the neat things about my battle system is that attacks and skills do not miss, unless you've been hit with a status like Blind. No one likes to sit there and watch enemies dodge your attacks over and over again because the RNG is having a bad day and wants to take it out on you. So it was an easy decision, very early on, to remove stat-based Misses from the code.

                          But that left DEXterity as a nearly useless stat, since its most important role was in Hit calculations. My solution was to change the way Critical Hits worked: making them solely based on DEX (with random factors) instead of INT, and adding the ability to "Supercritical" (if the critical calculation comes back way in your favor) and do even more damage.

                          I was pretty happy with it at the time, but during the past several months I've felt that the Criticals, being random, didn't grant enough advantage for building up your character's DEX. Why double your DEX to double your chances of dealing 2x or 3x damage, when you could double your ATK or INT and know you're going to deal twice the damage?

                          I toyed with ideas for a few weeks until I came upon one I like. It didn't involve changing what DEX does, but rather what Critical Hits themselves do. In addition to providing doing extra damage when they lay a Critical on a foe, the character who used the attack or spell will also gain one point on their 'Apex Gauge' for each Critical they scored, and two points for each Supercrit. When you accumulate ten points on the gauge, you enter Apex Mode and immediately gain a free action. You start glowing, angel feathers fly like confetti... I'm trying to make it look as cool as possible. While in Apex Mode you get some huge benefits:

                          * Strength, Dexterity, and Intelligence are doubled, allowing for a massive hit or heal.
                          * Mana (or Adrenaline) cost to use all skills is halved.
                          * Upon entering Apex Mode, all negative statuses are removed.

                          Apex Mode ends right after you use your free action, and the battle flow returns to normal.

                          So far in my testing, it's something a high-DEX character might be able to activate it every three or four battles, and it can really turn the tide of the fight, making it worthwhile to try to score Criticals.



                          Enemies can attain Apex Mode, too, if they manage to score enough Critical Hits before they go down. If that happens... watch out!!
                          Last edited by Wavelength; 01-02-2013, 12:11 AM.


                          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                          "I live and love in God's peculiar light." - Michelangelo

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                            #14
                            Re: Battle System Tease

                            Last few weeks I've been making various maps, skills, and items, but nothing I can easily show off. But when I woke up at 4am today with a burst of inspiration, I put my coding gloves on and came out with a pretty cool Weapon Talent system.

                            In Nights in Blue, any character can equip any weapon and switch out freely between them. However, just because you can use a weapon doesn't mean you're going to be any good with it.

                            As a party member gains experience with a given type of weapon equipped, their proficiency with that weapon type will improve. If you switch weapons to a different type, your experience with the original type is stored, and you begin working on your affinity with the new weapon type. So (with a lot of battles) a character could become a master of every type.

                            Characters usually start with an 'E' rank in most weapon types, which means that they have no talent with the weapon and won't receive any bonuses. They'll start the game with 'D' or 'C' ranks in a few types that they might have used before (for example, a dedicated mage might start with 'C'-level talent with staves).

                            They'll work their way through the scale to 'A', and finally to 'S', which represents complete mastery of the weapon. Each level grants extra damage when attacking or using Weapon Skills (see two posts above) with that weapon type. I'll probably add extra Weapon Skills that are learned as a character develops talent with a given weapon type, as well.

                            Below is the status screen for a couple of characters. In the top-right is the character's current proficiency with each type of weapon. From left to right, the eight weapon types shown here are:

                            * Swords
                            * Spears (including all polearms)
                            * Blunt (hammers, maces, etc.)
                            * Daggers
                            * Bows & Arrows
                            * Staves
                            * Knuckles (including cesti) - yes I know I need to make an icon for this one
                            * Thrown (shuriken, chakrams, darts, etc.)

                            I'm thinking about adding Guns (muskets, etc.) and Shields (all Shield skills would be defensive) as additional weapon categories.





                            Creating the system actually didn't take too long, once I figured out how to create nonstandard Get/Set methods for the Weapon Talent array. That battle lasted around two hours.


                            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                            "I live and love in God's peculiar light." - Michelangelo

                            Comment


                              #15
                              Re: Battle System Tease

                              Man, that is so amazing. I can't believe how much more flexible and powerful the PC makers are, when compared to the console makers...even RM2.

                              Weapon EXP? Really?

                              I am amazed.

                              Now you're getting into Disgaea territory.

                              Your game is looking more and more incredible all the time!

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