Author Topic: Lyrical Nanoha: Battle Lyrical [RPG]  (Read 14272 times)

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Offline TsukasaZX

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Lyrical Nanoha: Battle Lyrical [RPG]
« on: April 05, 2010, 03:41:14 pm »
Hey guys! I'm getting into the RPG craze! :D

Battle Lyrical is a turn-based RPG based off of the anime series Mahou Shoujo Lyrical Nanoha <Magical Girl Lyrical Nanoha>. The game is basically an abridged recap of the first MSLN.



You play as Takamachi Nanoha, a girl who, due to a series of circumstances, has become a magical girl. Using her magical staff Raising Heart, Nanoha must defeat and seal way several "Jewel Seeds", ancient relics of a past civilization that contain an immense power.

The game is fairly simple and straight-forward. Like a typical RPG, there are random encounters and you level up by beating enemies and gaining experience. Nanoha also gains new types of magic as she levels up and as the game progresses.

Battle is fairly simple. Nanoha has three commands: "Strike", "Magic", and "Run".

"Strike" is physical attack with Raising Heart and does not consume MP. "Magic" brings up a menu of all available magics to cast. Each magic consumes a different amount of MP and has different effects. "Run" obviously has Nanoha run from battle. Unlike typical RPGs, Nanoha will always run away from any battle that isn't a boss battle.

Outside of battle, Nanoha automatically recovers a little HP and MP over time. There are no items in this game, so this system will probably come in handy.

Another slight deviation from typical RPGs is that enemy encounters only happen in areas with Jewel Seeds, so LN:BL will have a larger "no enemy" area than most RPGs. However, even after defeating a Jewel seed, enemies will remain in that area so there's no worry about not being able to grind.

(Also, Jewel Seeds manifest in different forms so you will *not* be fighting the same boss 9001 times)

See attached screenshot since Photobucket is being weird.

Progress
 - I have most of the intro/menu system completed as shown above. The screens transition using contrast effects so I took static shots of each screen because you'd miss out on them either way :P
 - The battle engine is about 1/3 to 1/2 done. As you can see, the text display is still a little buggy.
 - You can't attack and enemy sprites and data aren't finished so the invisible enemy will pass its turn each time. Attacks aren't rigged into the MP or text system yet either.

What's next
After I get the battle system more or less complete, I'll work on the overworld movement system and tying in random battles, leveling up, and the related.

After that, it's just simply getting the maps, events, and dialogue in place. The game is incredibly short so this *shouldn't* take long :P


Oh and yes, thanks to Will W for the sprites. Will W is awesome and epic at spriting and I will be abusing his skills for the duration of this game and its sequel. XD
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Offline jsj795

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #1 on: April 05, 2010, 03:46:28 pm »
Wow! great job! another nice-looking RPG in progress^^ btw, is this going to be in pure basic?


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #2 on: April 05, 2010, 04:01:18 pm »
Ah, yes, thanks for reminding me!

Battle Lyrical is written in BASIC and enhanced with xLIB, therefore it will not work on TI-84+ OS 2.53. It makes extensive use of Real(12 shapes, so I doubt it'd work with Celtic either if the whole "Celtic has issues with Real(12" thing is true.
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Offline DJ Omnimaga

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #3 on: April 05, 2010, 04:17:03 pm »
wow pretty nice! Glad you got into programming again :)

One suggestion, though: You should use rectangles to erase the battle text, because otherwise it may slow down gameplay in the end due to having to wait for the text to dissapear gradually from left to right all the time.

Great layout so far and I like the ideas :)

EDIT: Anotehr question: to display lines, do you use the xLIB commands? Because by doing so you could have the HUD appear instantly (except the text) by having the last element to be displayed on it (like the cursor) to be the only one with the UPDATE LCD argument set to 1
« Last Edit: April 05, 2010, 04:18:53 pm by DJ Omnimaga »

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #4 on: April 05, 2010, 04:20:32 pm »
Thank you! :D
And D'OH! Why didn't I think of that? XD
Duly noted and shall be implemented as soon as I finish writing this post and pic up my calc :D

Spoiler For Spoiler:
Netham45 is the final boss..........    j/k :P

[edit]

I use Real(12 for all the lines and technically it should update all at once except for the text. I might have borked part of it up though.
« Last Edit: April 05, 2010, 04:22:34 pm by TsukasaZX »
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Offline DJ Omnimaga

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #5 on: April 05, 2010, 04:38:27 pm »
(lol at spoiler)

Also Backup often because I had crashes with xLIB and Celtic. Not because they're buggy but because it's impossible for their authors to implement over 9000 error checks in case users do funky mistakes, without slowing the apps down too much.
« Last Edit: April 05, 2010, 04:39:09 pm by DJ Omnimaga »

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #6 on: April 05, 2010, 04:41:32 pm »
Don't worry, I back up often. I have a saved group on calc AND on my laptop :)

also, real(12,7 white squares implemented. Just a matter of tweaking the text system so it doesn't get all weird and then implementing attacking. Also, gotta straighten out the MP values for the magics in the Magic menu.

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Offline DJ Omnimaga

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #7 on: April 05, 2010, 04:45:29 pm »
About groud-based backups watch out about data being "expunged", though x.x  (see Raylin and Builderboy's TI-Connect corruption topics.)

Also I wonder how fast will be grinding? Will it be like Dragon Warrior/FF1 or more like FF6 and 7? Will enemies strenght increase as you level up like in FF8?
* DJ Omnimaga also hopes the characters in this game, or the stuff the game is based on, doesn't involve lolis :O
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« Last Edit: April 05, 2010, 04:47:50 pm by DJ Omnimaga »

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #8 on: April 05, 2010, 04:57:06 pm »
Oh right, I'll back up the files individually to the computer then. I already had to for porting them to WabbitEmu so I may as well stick with that.

As for leveling up, I don't really have a set method for it yet. Would you mind elaborating on the Dragon Warrior/FF1 and FF6/7 and FF8 things? I'm not familiar with any of those games at all.
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Offline DJ Omnimaga

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #9 on: April 05, 2010, 05:08:52 pm »
Well, DW/FF1 vs FF6/7 are pretty similar, but in the first, enemies starts very hard early and you need to beat like 50 just to gain one level and eventually you need to go through an entire dungeon 3 times to gain one level. In other words, it's a grind fest. In FF6/7, you level up much faster, but if you grind too much the game ends up being too easy.

In FF8, every monster LV is the same as your party average level. Their stats varies depending of their level, so the stronger you are, the stronger the enemy will be. In other RPGs, enemy strenght doesn't strange based on your level. Each monster has different strenght. Basically, to grind faster in the later, you must advance further in the game. In FF8, grinding doesn't have a big impact on the game difficulty overall.

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #10 on: April 05, 2010, 05:43:15 pm »
Ah, I see.
I think I'll make it so that enemies get stronger as you progress through the game so that grinding higher levels requires advancing and beating tougher enemies.

As for leveling up itself, I think I'm going to go for a fairly static growth. Since in the anime series, Nanoha is Godly powerful, leveling up will be sort of a "short and sweet" thing. You won't have to worry about grinding levels and levels and levels. Leveling up a couple of times between boss battles should keep you on fairly equal ground.

However, this is subject to change as I get more and more done so who knows? Maybe it'll get a bit more complicated :P

Also, just a question, but do you think I should have some sort of "evasion" stat and make it so Nanoha and enemies can dodge attacks? I don't really want to but if y'all think it's a good idea, I'll try to implement it.
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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #11 on: April 05, 2010, 06:05:49 pm »
I have heard that in today's traditional RPG gaming standards (basically, excluding MMORPGs), a good grinding rate should only require the player to beat every single enemy he encounters on his way through a dungeon including treasure hunting, then he should be able to beat the final boss easily. However, it causes old-skool gamers like me to overlevel their characters so in that case, it's always good to add side quests to your game or difficulty levels.

Also try to avoid evasion/dodging as much as possible, because it gets somewhat frustrating sometimes.

Offline TsukasaZX

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #12 on: April 05, 2010, 06:34:12 pm »
That sounds like a pretty decent way to go about it. I'll probably try to set up the leveling to work similar to that.
And ah, okay. I'll not have evasion/dodging at all. Or at the very least, I'll try it but have it be like a very low chance for both Nanoha and enemies so that while it does happen, it's statistically infrequent enough not to be a bother. We'll see :P
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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #13 on: April 05, 2010, 06:57:23 pm »
That looks really cool. Can't wait to see the final product.
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Offline DJ Omnimaga

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Re: Lyrical Nanoha: Battle Lyrical [RPG]
« Reply #14 on: April 05, 2010, 07:28:40 pm »
That sounds like a pretty decent way to go about it. I'll probably try to set up the leveling to work similar to that.
And ah, okay. I'll not have evasion/dodging at all. Or at the very least, I'll try it but have it be like a very low chance for both Nanoha and enemies so that while it does happen, it's statistically infrequent enough not to be a bother. We'll see :P
In Illusiat games, I think it's only 10% chances of missing. Still a bit high, but out of 10 hits it's not a lot. In ROL2 and 3, mage-based characters misses 1/5 of the time, so it's hard to attack with them. Other characters hit with a 1/20, 1/15 or 1/10 chance of missing. In some rare cases, I still manage to end up missing 3 times in a row, though. I remember my bro being frustrated when he played Illusiat 11. In Illusiat 12, I think the final weapon had a smaller chance to miss, if any at all, but I could be wrong. I know it had 30% chances of killing the enemy instantly, though.