This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Zera
Pages: 1 ... 28 29 [30] 31 32 ... 51
436
« on: February 19, 2010, 11:13:41 pm »
Cool! I think this could be done in Basic+xLib. How many sprites would there be on the screen at one time (min and max)?
Probably as many as 16-20 at a time? (rough approximation) I have to account for bullets, as well. The largest enemy formations might be eight or so, but I can't say how many bullets would be on the screen simultaneously.
437
« on: February 19, 2010, 11:10:51 pm »
Don't feel too bad. I was always late to the scene when it came to newer consoles. I didn't play Final Fantasy X until some 3 or 4 years after it was released. Regrettably, I never got around to the later games in the series. I've yet to get my hands on Final Fantasy XII, even though it looks like a really impressive game.
438
« on: February 19, 2010, 11:03:48 pm »
The system is commonly known as CTB. (conditional turn-based) It's turn-based in the strictest since, but turn order is affected by both AGI and which particular command you use. (each command has its own priority) Think Final Fantasy X. There is a command queue that sorts the order of each action according to these rules, and then performs them in that order.
To be more elaborate: Each character registers a command before any combat begins. Those commands are sorted in the command queue according to character AGI, and the priority modifier of the command. (i.e., some commands occur as if the character had 30% more AGI) Then, the actual combat ensues, and each command is executed in the order that was earlier determined.
439
« on: February 19, 2010, 10:23:12 pm »
This sounds really awesome! Great job!
Is the battle system turn based, or does it depend on speed?
It's conditionally turn-based. Participants usually act in the order of who has the highest AGI, but the ability you use affects your initiative. (curative spells, for instance, take higher priority than other abilities)
440
« on: February 19, 2010, 07:56:40 pm »
スペース・ファイター斬剣(for those curious, "Zanken" roughly translates to "cutting sword") I had this random idea earlier for a top-down shoot-'em-up. I doubt I would ever have the coding abilities to pull it off, but I enjoy coming up with random ideas, no less. I have a folder full of projects and assets that never get developed. The game centers around Zanken: An advanced military spacecraft tasked with navigating through hoardes of hostile invasion forces and ultimately destroying the central core of the enemy operation. Each level consists of an area of space swarming with enemy formations. Zanken must defeat each formation in order to progress to the next level. Zanken is equipped with a wide arsenal of weapons -- each useful in a variety of situations. By defeating enemies and collecting power-ups, Zanken may switch between the various options available. Space Fighter Shield - Each shield upgrade (S) covers Zanken from a single hit. Zanken's shield will increase or decrease in size to indicate the shield's strength. Power Cells - When a power cell (P) is collected, Zanken switches between the weapons in its arsenal: L-0: Twin-Shot (default) - Fires two shots directly ahead. The weapon can be fired successively without much cool-down between shots. L-1: Pulse Emitter - Fires a pulse laser straight ahead. The laser penetrates multiple enemies, but has a longer cool-down period. L-2: Wave Beam - Fires a wave beam that covers a radius of three tiles, but has a slight cool-down period. L-3: Diffusion Missile - Fires a missile with a destructive yield. The missile appears in front of Zanken and flickers for a brief moment before launching itself ahead. When the missile explodes, it damages all targets within surrounding tiles. Has the longest cool-down period. To the bottom of the play area are Zanken's score, and the number of players (lives) available. By accumulating points, Zanken can earn additional players. To the right is the display for the current level, and Zanken's shield (S) and weapon (P) power meters. Each meter indicates the current / max number of upgrades. ------------------------------ I was kind of curious how feasible such a project might be if written in BASIC. I can say a few things about it: - There wouldn't be any masking, because it's strictly monochromatic; and each sprite generally covers the entire tile, anyway. - I'm not sure if scrolling is feasible, but it's probably not necessary. One idea was that the graphics used in backgrounds could appear and disappear in patterns, giving the illusion of having a dynamic environment. (i.e., stars appearing and vanishing) - I'm not sure how the sprite routine would work yet. I think maybe movement would occur 8 px at a time. (so a sprite would "jump" from tile to tile, as it would in one of those old Tiger Electronics LCD games) - There aren't any graphics larger than 8x8 pixels. Bosses are sort of comprised of multiple, arranged tiles, but the actual target (such as the core, or a weapon) would only be 8x8 px.
441
« on: February 19, 2010, 04:47:43 pm »
There's no row or rank order of any kind. You can't even change the default order that party members appear in. Enemies target party members entirely at random. It should be noted that you can only encounter as many as two enemies at one time, though. Considering it's a three-against-two setup, there isn't much need for ranks. Given the system is fairly dynamic with character growth, it's doubtful that any of your characters will be too weak to sustain damage often. In fact, equipping armor of any kind is going to result in HP and STA growth. Unless you run around naked, (which is actually an option) you should be fine. Characters can opt not to equip any items. They'll have a natural defense and damage bonus, and bare-handed damage has the advantage of being independent of weapon proficiency defenses held by enemies. i.e., there are actually enemies that will resist damage from every weapon in the game. Attacking them bare-handed will bypass their defenses and enable you to dish out some damage.
442
« on: February 19, 2010, 03:07:26 pm »
Staves have fairly low attack power, but they substantially boost WIS. Ideally, any character who equips staves would be focused on spell-casting during battle. (and likely neglect to physically attack very often) There are a couple of staves with attack power comparable to that of swords, because they're more combat-oriented. Generally, you may only want to equip a staff for the substantial WIS boost you would get from it. It would greatly empower all your spells to be holding the weapon.
Bows are probably going to be the most neglected weapons. They mostly serve to boost AGI, and some of them have secondary WIS bonuses. (since I assume mages might opt to use bows every now and then) AGI is otherwise a bit difficult to raise, so bows can make that process a lot easier. Bows and axes also both have special damage bonuses versus certain enemy racial types. Bows have added effectivity against any creature that's airborn, and axes are effective against creatures with tentacles. I tried to make sure there was some incentive to use everything available.
As for axes, they have ridiculous attack power, but their accuracy is much lower than other weapons. (and they're two-handed) In fact, the highest attack power in the game comes from one of the axes. Swords are more balanced, but have nowhere near as much attack power. They're generally just a lot easier to hit with, and there is a wider variety of effects tied to them.
443
« on: February 19, 2010, 12:07:55 pm »
I wanted to go a similar direction as Final Fantasy II. (NES) The problem there is that you have to beat your own characters to a pulp to see any significant growth; so the idea of increasing statistics as they are put into application doesn't work too well. Instead, that growth is tied directly to the items you equip. If you equip swords, your STR will gradually increase; if you equip staves, your WIS will gradually increase. It allows you to tailor a character to your desired needs merely by outfitting them with the items that are appropriate for the role you want them to play. For instance: If you want a spell-caster, then it seems obvious that equipping staves will benefit the character in that department. (since spell-casting archetypes generally use staves) On the other hand, statistics that are commonly neglected will be decreased. Equipping staves might mean your STR will decrease over time. You can keeo things balanced out by only equipping specific kinds of weapons when you really need them. If you need a little extra WIS, then equip a staff while you grind; then, go back to using a sword, or other weapon.
Every single item has its own set of stat-growth parameters. Much of the rare equipment found in the game will have special bonuses or penalties of its own. i.e., there are actually swords that might benefit WIS in addition to STR. The more powerful the item is, or the later it appears in the game, the more likely it is to grant larger bonuses.
444
« on: February 18, 2010, 09:44:24 pm »
The only real consequence to having your stamina decreased is that your natural defense begins to fall, as well. (total defense is derived from both stamina and what you're wearing) What's probably more frightening is that undead creatures will rely on instant-death attacks a lot. The "Carrion Bird," for instance, not only has the ability to petrify your characters with its gaze, but death status is added directly to its physical attacks. They're fairly rare encounters, though.
445
« on: February 18, 2010, 09:34:24 pm »
Could you elaborate a bit further on this? I don't quite understand. Does this ability last the duration of a single battle until that battle ends? or is it truly permanent where I would have to go grind my character again to regain lost stats?
It's permenant. Many of the game mechanics are based on D&D, where some creatures were truly fatal, and infirmities suffered by your characters were sometimes permenant alterations. To be more specific, all undead enemies will (permenantly) drain a character's stamina when they successfully attack. This only occurs in effect with physical attacks performed by the creature. The enemy will have other abilities at its disposal. The loss is usually a couple of points, and stamina can't be decreased past a certain limit. There is an item that curses a character with undeath, which makes them immune to status-drain. Consequently, it means they can't be affected by curative magic, either. This really isn't a big deal, because even your own equipment will permenantly reduce statistics. For instance: If you equip something that neglects STR, then STR will eventually start to decrease on its own.
446
« on: February 18, 2010, 07:17:14 pm »
There's "Mana Dew," which replenishes a few charges. You otherwise have to go pray at a goddess statue and make a GP donation to receive mana. Mana Dew is fairly rare and expensive, though. (since it is rather convenient to have)
447
« on: February 18, 2010, 07:11:09 pm »
Yeah, I think they wanted to have damages go in the thousands, but to display the actual stats they were limited to unsigned integers, so the cap was in fact 255. I don't mind low stats or high stats, except I noticed that in many RPGs, when stats are lower, the MP is horribly balanced to the point where you cast one or two magic and alerady run out of MP .
Escheron works on a system of spell-charges. (think Final Fantasy 1 for the NES) Rather than spell levels, though, your spell-charges (mana pool) works toward any spell. A character can have up to eight charges stored at a time before they need to replenish them.
448
« on: February 18, 2010, 06:55:40 pm »
The optional boss only has 3200 HP, but character statistics exist on a much smaller scale. I would compare it more to games like Final Fantasy Tactics Advance, where a character may have as much as 250 HP at their highest level.
Most RPGs tend to use base statistics that represent much higher values than they actually should. In Final Fantasy games, a single point of strength probably equals something like 33 points of damage. Combine that with an attack multiplier and the formula is a little complicated. Escheron uses very straightfoward statistics. What you see is what you get. You even have a damage indicator that gives you a very close approximation of what your actual damage to an enemy will be. (minus the enemy's own defense, of course)
449
« on: February 18, 2010, 06:24:34 pm »
The current model for gameplay balance is such:
- Random encounters pose no major threats. Very few enemies have instant-death attacks, and there are some with the ability to permenantly drain character statistics. (you have to understand that statistics are dynamically raised and decreased intrinsic to the "level-up" system used in the game; so this is nothing major)
- Minor bosses probably won't require grinding. Some are based on random encounters that appear later on in the game.
- There are save-points placed right before many bosses, as well as in dungeons that might be lengthy, or have surprise encounters the party might not be prepared for.
- Major (story) bosses pose a challenge. It may take several attempts to defeat them and progress onward. Many rely on instant-death attacks.
- There is an optional boss which will require grinding to maximum statistics, and acquiring rare equipment.
- There is only one section of the game having missable treasures. It should seem fairly obvious to the player that, once this dungeon is cleared, it can never be returned to. There's otherwise nothing else that would require you to restart your game, in the event that you were aiming for 100% completion.
- There is a clear understanding of where to go next, as this is always elaborated upon in character interactions. The main story follows a linear path of getting from point A to point B, but players are not (too) restricted from exploring the world in general. There are also side-areas.
- I included items for emergency situations; such as items that cast spells, (if you run out of spells and need to target an enemy weakness) items that teleport you out of dungeons, items that increase magic resistance and items that can boost your strength.
- There is a mechanic that allows players to penetrate enemy defenses in dire situations. "Quickening" will occur once your HP falls to critical, and allow your attack to ignore the enemy's defense and resistance. There are some restraints to prevent a quickening from being too powerful, considering that completely ignoring enemy defense allows you to dish out a lot of damage in a single attack. The general idea is that a quickening is a more advanced form of a "critical hit." (but there are still critical hits, as well)
- There is a mechanic that prioritizes certain abilities over others. If you cast a healing spell, that spell will have a higher initiative than other commands in the battle command queue. (so generally, healing spells are going to occur before anything else) It's usually impossible for characters to be killed before you can even get around to healing them.
450
« on: February 18, 2010, 05:30:28 pm »
Thanks. It is sort of difficult to balance statistics in an RPG -- at least, until you get into test-play. All the original stats are just estimations based on ideas of what a party's position would be at that point in the game. As strange as it may sound, this is one of my favorite parts of designing a game. I love creating all the inventories and skills, and balancing everything out.
Pages: 1 ... 28 29 [30] 31 32 ... 51
|