Author Topic: OmniRPG - Battle Engine Discussion  (Read 37639 times)

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Offline Xeda112358

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Re: OmniRPG - Battle Engine Discussion
« Reply #30 on: December 06, 2012, 04:51:14 pm »
It looks 3D-ish, but it's actually just a tilemap in which the tiles are drawn from a birdview persfective instaed of top-down. The only thing that's handled differentely then on normal tilemaps is the collision. This makes that kind of games perfectely doable on calculators.
And I know how to handle the collision detection for the map! If I have time this weekend, I will try to make a scrolling map with a random AI thing that tries to chase you as a proof-of-concept.

Offline stevon8ter

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Re: OmniRPG - Battle Engine Discussion
« Reply #31 on: December 06, 2012, 04:52:49 pm »
Would be very cool, so excitted to see it ;p
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Offline Scipi

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Re: OmniRPG - Battle Engine Discussion
« Reply #32 on: December 06, 2012, 05:00:00 pm »
I personally like Yeong's idea he has going (It's unique)

I also think elements from Chrono Cross's battle system could work well. For those of you who've never seen it (most likely everyone) here's a vid:



Basically, all party members start off with 7 points. You have three melee attack options that cost 1, 2 or 3 points. more points, more power, less accuracy. If your attack lands, all other party members replenish that number of points up to 7. You also unlock that number of spell levels. To use a spell costs 7 points. If all your party members points get to 0 or below, the enemy automatically takes a turn and all points go back to 7.

(There's a little more detail than that with the point system, but those are the basics)
« Last Edit: December 06, 2012, 05:00:15 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Xeda112358

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Re: OmniRPG - Battle Engine Discussion
« Reply #33 on: December 06, 2012, 05:10:16 pm »
Well, the trouble is that I have finals next week, and I go away to visit family from the 20th to the 30th. My inlaws live in a place that doesn't have internet and may or may not use electricity, my family lives where internet basically doesn't exist. This means I will need to wrap up my Apocalypse contest entry early, so I will have finals and the contest that I will be concentrating on for the near future.

However, I have difficulty concentrating on what i am supposed to do, so maybe I will accidentally write an engine XD

Offline stevon8ter

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Re: OmniRPG - Battle Engine Discussion
« Reply #34 on: December 06, 2012, 05:12:55 pm »
I think the poll should be closed (obvious which one wins) and there should be addee another poll to choose between those 2systems, they're both amazing
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Offline willrandship

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Re: OmniRPG - Battle Engine Discussion
« Reply #35 on: December 06, 2012, 07:41:37 pm »
Well, that's not quite what I meant.....

I don't really mind if you don't want to do it like this, but I was referring to Chrono Trigger's style, where you contact an enemy, and you enter battle mode, but no transitions occur. The battle happens on the same map, and nearby enemies also enter the battle. It also allows for different results based upon position, like an enemy only counterattacking if it's close enough.

Check out this. I think it's a really cool feature.

Oh, and while we're talking about code-related things: Who wants access to the github repo?
« Last Edit: December 06, 2012, 07:43:46 pm by willrandship »

Offline Scipi

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Re: OmniRPG - Battle Engine Discussion
« Reply #36 on: December 06, 2012, 07:44:02 pm »
Check out this. I think it's a really cool feature.

You're giving me nostalgia attacks! xD

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline willrandship

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Re: OmniRPG - Battle Engine Discussion
« Reply #37 on: December 06, 2012, 07:51:26 pm »
But it was the coolest battlesystem ever. Only thing I would change is adding the ability to move your people around, for more tactics.

Also: Current Wiki Here. Please put that in first post, pimath.
« Last Edit: December 06, 2012, 07:55:27 pm by willrandship »

Offline Scipi

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Re: OmniRPG - Battle Engine Discussion
« Reply #38 on: December 06, 2012, 07:58:09 pm »
But it was the coolest battlesystem ever. Only thing I would change is adding the ability to move your people around, for more tactics.

Yeong also has an excellent idea in mind as well.

*  Pokes Yeong

Post it already :P
« Last Edit: December 06, 2012, 07:58:16 pm by HOMER-16 »

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Yeong

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Re: OmniRPG - Battle Engine Discussion
« Reply #39 on: December 06, 2012, 10:49:00 pm »
Oh ok. :P

This is how it works. (Let's base it on 12 members in party)

In battle, you can group members to up to 3 "cycles". So you can have 4/4/4 or 2/6/4 or 9/3 etc.

In each turn, 1 member from each cycle (could be called leader) can perform action or switch to other member in the same cycle.

Some of the spells can affect the entire cycle, all "leaders" of cycle, individual, etc. All physical attacks will attack the "leader" of the cycle.

Since it's called a "cycle," the order of members in cycle is important.

Let's say you have a cycle with guy A→B→C→D.

As A, you can't just switch to C, but rather take a turn to change to B and then C. You can only switch once per turn per cycle, requiring total of two turns to switch from A to C.

Also, in addition to this, each member could have a special attribute that enhance the cycle leaders a bit when they're in the leader position. Let's say that the leader s of cycles are A, E, and G. A's special attribute is MP+10 and E's special attribute is STR+2 and G's special attribute is INT+3. All the cycle leaders (and only the cycle leaders) will share these attributes.

EDIT: Oh. I forgot about the EXP sharing. The less cycle the battle was fought with, the more EXP will party receive. The members who weren't partcipating in the cycles won't get EXP. The current cycle leaders will receive 1.2x EXP while the other members in cycle receives a normal amount of EXP.
« Last Edit: December 06, 2012, 10:55:41 pm by yeongJIN_COOL »
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Offline Scipi

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Re: OmniRPG - Battle Engine Discussion
« Reply #40 on: December 06, 2012, 10:52:32 pm »
Since we could potentially have a large amount of party members (everyone will want a part, right?) This could be a useful system for managing them all. :D

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline willrandship

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Re: OmniRPG - Battle Engine Discussion
« Reply #41 on: December 06, 2012, 11:09:53 pm »
Well, not everyone has to be a party member. After all, we need villains, mentors, etc. 12 members is fine, but don't be afraid to reduce it. You don't need the numbers to line up perfectly if you allow swapping individual people.

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Re: OmniRPG - Battle Engine Discussion
« Reply #42 on: December 06, 2012, 11:13:42 pm »
at the current point it seems that we'll have yeong in for sure

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Offline TIfanx1999

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Re: OmniRPG - Battle Engine Discussion
« Reply #43 on: December 07, 2012, 07:23:19 pm »
Oh ok. :P

This is how it works. (Let's base it on 12 members in party)

In battle, you can group members to up to 3 "cycles". So you can have 4/4/4 or 2/6/4 or 9/3 etc.

In each turn, 1 member from each cycle (could be called leader) can perform action or switch to other member in the same cycle.

Some of the spells can affect the entire cycle, all "leaders" of cycle, individual, etc. All physical attacks will attack the "leader" of the cycle.

Since it's called a "cycle," the order of members in cycle is important.

Let's say you have a cycle with guy A→B→C→D.

As A, you can't just switch to C, but rather take a turn to change to B and then C. You can only switch once per turn per cycle, requiring total of two turns to switch from A to C.

Also, in addition to this, each member could have a special attribute that enhance the cycle leaders a bit when they're in the leader position. Let's say that the leader s of cycles are A, E, and G. A's special attribute is MP+10 and E's special attribute is STR+2 and G's special attribute is INT+3. All the cycle leaders (and only the cycle leaders) will share these attributes.

EDIT: Oh. I forgot about the EXP sharing. The less cycle the battle was fought with, the more EXP will party receive. The members who weren't partcipating in the cycles won't get EXP. The current cycle leaders will receive 1.2x EXP while the other members in cycle receives a normal amount of EXP.
This suggested system seems to be too harsh on penalizing the player when they switch charcters. If you want to move from player a to player d within a cycle it takes 3 turns of you doing nothing to be able to do so leaving that slot open to be attacked. Also, having 12 active characters per battle seems like a bit overkill imo. I'd personally opt for a more simplistic battle system.

On a somewhat unrelated note, if an action rpg is chosen I'm unsure how well a multiparty system would work out unless you want to have a main character (Controlled by the player) and the secondary characters auto controlled by AI in battle (some what like kingdom hearts).
« Last Edit: December 07, 2012, 07:24:05 pm by Art_of_camelot »

Offline willrandship

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Re: OmniRPG - Battle Engine Discussion
« Reply #44 on: December 07, 2012, 07:48:04 pm »
In most RPGs they don't allow player switching at all, but FF10 has an interesting method: Since it uses the Timer Bar (albeit not in "active" mode) they simply have it so that swapping party members adds about 1/4 of the bar's length to that person's time. Not a very big penalty, but enough to make you not want to do it too often. The Timer Bar system is also something I recommend in general, since it makes slow characters vs fast characters far more realistic.