Author Topic: Blue World Quest  (Read 13225 times)

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Offline Spellshaper

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Blue World Quest
« Reply #30 on: October 21, 2005, 07:12:00 am »
innovative and interesting battle system? %)rolleyes2.gif

here, what I thought of for my RPG:
QuoteBegin-spellshaper+-->
QUOTE (spellshaper)

 Well, what my Battle system is (supposed) gonna work like:
basicely it works like the battle system of Grandia2 (great computer RPG, inspired me a lot!), what means that it will be semirealtime.


action bar
|
\/

__________________|_____________|
-----wait bar--------readyness bar--

the action bar will be segmented into 2 parts. the first and bigger part is the wait bar. it slowly fills according on hoe u distribute ur attribute points. When the wait bar is full, u choose your action (attacks, magics, move, items). After you have chosen your action, the second bar (readyness bar) begins to fill up. The speed with which the readyness bar is filled up is not dependable from ur stats, but from the chosen action and the level of the action. normally, the mightier the chosen action, the longer u have to ready yourself to do it (example: chanting time for spells). When the readyness bar is full, the chosen actin takes place. Besides damage, normal attacks also stop the progress of the enemy

VahnRPG

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Blue World Quest
« Reply #31 on: October 21, 2005, 07:31:00 am »
well, for the battle system, i was planning on turn based for one version of the game, and fighting style system for the others. The turn based on the turns are determined by speed and I'm working on if you are 2 (or more) times faster than your opponent (or he to you) you will have 2 turns to his 1.
I never really could figure out how to have it so that you both are just standing there, waiting for the other person to attack. Well, what I mean is, in 'real life' it just...doesn't...make..sense, ya know? And that's what i'm going for in my fantasy games, a sense of realism :Pblah.gif
Good idea, tho ;)wink.gif

Offline Spellshaper

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Blue World Quest
« Reply #32 on: October 21, 2005, 07:38:00 am »
ok, in Asm you don

VahnRPG

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Blue World Quest
« Reply #33 on: January 14, 2006, 04:23:00 pm »
forgot this topic existed. guess it's better than that other one...

ahem, anyway, i've been working a tad bit on the game. actually, replace "tad bit" with "bit bigger tad bit." Last time I was working on MtSQuest to try and clean it up a bit, I was trying to put the linking combos system into THAT game and somehow accidentally completely switched to the Blue World - Quest code. Anyway, I've worked on it a tad. It now uses the maps from MtSQuest...but they are capable of scrolling. I say capable because although the engine allows for smooth scrolling maps, the maps from MtSQuest fit the screen so there's nothing to scroll ^^' However, the sprite DOES move pixel-by-pixel which makes it a tad bit annoying when you're trying to get into a small opening (or, any opening, come to think of it). Just takes a bit of getting used to. Don't worry, it won't ALWAYS be the small maps, this is just for testing purposes.

Anyway, I've started working on the Normal Arts abilities but not the Hyper Arts (too lazy to draw up more sprites). Unlike MtSQuest, when a NA punches or kicks it will do damage like a regular punch or kick. The most  Normal Art does at max level is close to 700 damage before any defense stat is figured. Add to that that you can link combos and you could seriously toast an enemy with little difficulty. Of course, because of this, I'll be making sure the enemies have a healthy supply of HP and a reasonable amount of defense :Pblah.gif

Oh, and I've also decided to drop the fighting-style system. It would've required a larger game and much more work to make decent (like, sprite flipping and jumping). Sorry to all those who were hopin for it :(sad.gif

More later all!

Liazon

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Blue World Quest
« Reply #34 on: January 14, 2006, 04:39:00 pm »
QuoteBegin-Spellshaper+21 October 2005, 13:38-->
QUOTE (Spellshaper @ 21 October 2005, 13:38)
ok, in Asm you don

dragon__lance

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Blue World Quest
« Reply #35 on: January 14, 2006, 05:05:00 pm »
sound good :thumb:google.gif cant wait to hear more :Dbiggrin.gif

Liazon

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Blue World Quest
« Reply #36 on: January 14, 2006, 05:07:00 pm »
QuoteBegin-calcul831415+14 January 2006, 22:39-->
QUOTE (calcul831415 @ 14 January 2006, 22:39)
QuoteBegin-Spellshaper+21 October 2005, 13:38-->
QUOTE (Spellshaper @ 21 October 2005, 13:38)
ok, in Asm you don

VahnRPG

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Blue World Quest
« Reply #37 on: January 18, 2006, 05:43:00 am »
why did it not email me about replies -.-

Offline DJ Omnimaga

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Blue World Quest
« Reply #38 on: January 18, 2006, 05:48:00 am »
did u clicke dtrack this topic?  sometimes invisionfree is pretty annoying with that. In fact i dont even know if anyone even got that feature to work on this forum :Pblah.gif

dragon__lance

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Blue World Quest
« Reply #39 on: January 19, 2006, 03:17:00 pm »
i never even tried it, i just look under most recent reply :Pblah.gif

VahnRPG

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Blue World Quest
« Reply #40 on: January 20, 2006, 06:01:00 am »
Well, maybe it's cuz i did a quick reply?
Sorry to say, but this place isn't the highest priority on my 'forums to check' list, so i kinda forget if i've posted in here ^^'
Don't feel too bad. same things happen when no one replies to my topics on maxcoderz ^^'

Offline kalan_vod

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Blue World Quest
« Reply #41 on: January 20, 2006, 11:11:00 am »
At least I do! So has there been any changes yet?

Offline DJ Omnimaga

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Blue World Quest
« Reply #42 on: January 20, 2006, 03:29:00 pm »
Vahn could u send me the lastest version again via pm or next time we are on IRC because I think I lost it on my PC and I dunno where is it :(sad.gif

Offline kalan_vod

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Blue World Quest
« Reply #43 on: January 20, 2006, 04:54:00 pm »
Awww, no fair! [email protected]

spengo

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Blue World Quest
« Reply #44 on: January 20, 2006, 05:01:00 pm »
Lol, I think I'll wait till the finished version though- don't wanna ruin it. :)smile.gif