Post by Deleted on Dec 27, 2004 18:52:58 GMT -5
I figured I should compile all the information on my battle system into one topic for people to easily read about it, and now that it's done and I know how it turned out. I figured I'd include everything about the gameplay too since it's all inter-related.
The battle system is a modification of the DBS. It is in first person view.
All enemies have custom wait, damage, death, attack, and (not all) skill animations. Lots of enemies will be capable of doing more than just normal attacking.
All enemies can be targeted individually (thus there is a limit of 4 enemies per battle).
There are one-time event normal battles (think like Chrono Trigger), random battles, event boss battles and event sub-boss battles in dungeons.
It consumes a turn to try to run from battle.
There will be roughly 20-25 battles per normal dungeon, and I'm aiming for the player to fight and win roughly 20. This includes all types of battles.
There are no random battles on the world map.
There is a lot of custom music, that is available for enjoyment on the world map.
There are roughly 50 BGM's for battles, and they're determined partly on where and what type of battle you're fighting, and then randomly from a certain selection based on that.
Party members have battle dialogues as well (ranges from 60+ (main character) to 26 or so). Basically, if the party member is there and alive when the battle starts or is won, they'll sometimes say something. What they say is chosen randomly from their possibilities, then sometimes not said based on un-met requirements (like story variable progression or Private Action completion).
The player can change party members, change classes, save (map), quick shop (map), quick travel (map), get help, view special stats, and change the current custom music for the world map from the menu, as well as (I use the default) do all the stuff in the default menu like equip, use items, etc.. Quick shop is shopping at various shops throughout the world without having to go to them (from the menu). Quick travel is warping to a previously visited place (both basically just cutting out useless time going there and back). Help is the main character reminding the player where to go, what to do, and why in a one or two sentence summary. View special stats views special stats of the game, such as Relationship Values, Classes obtained, etc.
All the battle formulas were made completely new by me. The differences from most games is that my special abilties (physical and magical) can miss (not healing and positive status effects), and you can get criticals on them (physical, magical, extremes, healing even) etc. Everything in the game is effected by all 5 of the party members statistics (refer here doansdomain.proboards27.com/index.cgi?board=Help&action=display&thread=1103522740&start=0 and here doansdomain.proboards27.com/index.cgi?board=Games&action=display&thread=1103704966 for more details). I hope to make all the stats just as important as one another this way, so people can't count on magic hitting everytime regardless of accuracy and whatnot (and thus making the characters and classes more balanced). Negative status effects hitting the target is based on agility and the spell, so that if the instigator and target have equal accuracy (instigator) and evasion (target) the abilities' rate (or in case of dual effect abilities I tamper with the formula to accomidate for them) being the percentage chance of hitting:
[(Success Chance)/80] * rate <- (success chance is equal to 80 when accuracy and evasion are equal)
(of course accomidating for rpgm2 chopping off fractions of variables)
There are Extremes, of which each party member (16 total) has five they can obtain and use. Extremes are similar to limit breaks: after a certain number of turns participating in the heat of battle, party members will be invigorated enough to perform powerful, unique, abilities with various effects to them. Once a party member uses an extreme, they're Extreme variable restarts at 0 and they lose they're abilities till they remain in battle longer. Party members obtain their Extremes from various townspeople, private actions, story events, etc. (and/or begin with some of course). The numbers are as follows as of now: 1st Extreme = 8 turns, 2nd Extreme = 12 turns, 3rd Extreme = 16 turns, 4th Extreme = 20 turns, 5th Extreme = 24 turns, and 5th Extreme powered-up = 32 turns. Most likely (I'll test play to find out), the Extreme variables will go up twice as fast during boss fights, and maybe none or half if you're fighting at an already completed dungeon.
There are also Guardian Angels the characters can call upon. They will temporarily increase the party's stats in various ways for a certain (same for all) number of turns. However, calling another Guardian will remove one in use already. Which party members have which Guardians is determined by a series of questions asked at the beginning of the game (think like Ogre Battle: MotBQ) (as well as some alterations on the main character's base stats at level 1 (not stats he gets when leveling-up)). Each party member has a 1/16 chance of getting 12 of the Guardians and a 1/4 chance of getting a certain Guardian (that I choose). This makes it so using two party members with the same Guardian isn't so good, but leaves it unknown and random (for me and player) who will work well with who Guardian-wise and it'll vary from playthrough to playthrough.
The bulk of abilities come from Classes, which come from Masters. To obtain various Classes, the player must find (and often please) various Masters, people capable of teaching Classes, around the world. Some are gained through the story, others through talking to (and sometimes doing/giving stuff for/to) townspeople, others through completing side-quests, and also from various party members joining your team (don't worry, no matter what all Classes are possible through one play, you can't miss any completely from going farther in the game or gaining certain party members - the party members often give you a class in advance (otherwise) or save you thr touble of giving someone money (or something)). There are 40 Classes total, some of which have more than one Master (like the party member ones), each party member can become 22 or 23 different classes (28 for main character). Each Class teaches 5 abilities (some repeat) in 5 Class level-ups, which each require 4 battle wins (some later ones take 8 or 10 battle wins per Class level-up). Classes also alter stats accordingly and determine what equipment can be used.
Many abilities require certain equipped weapons to use them.
There are 14 full dungeons total, 9 must be completed to beat the game, there are three parts where the story can split a little and the player chooses 1 of 2 dungeons to traverse, and 3 dungeons that are side-quests. This is only including what I quantify as a full dungeon (20-25 battles), so there are more battling places the player goes/can go to too.
There are 16 party party members total, 1 is the main character, 8 are alternate characters (1 of 2 joins based on something the character did/didn't do), 6 are characters that will always join, and 1 is an optional character toward the end.
Relationship Values: (read about Private Actions below)
There are a total of 95 Private Actions to do with party members (or other characters). Private Actions are where the party splits up and goes about the city on their own. Often times Nick will talk privately with individual party members and learn more about them (this is where most of the other party members' development is). Private Actions mainly fit into 1 of 3 categories: gameplay (gain items/lose money/etc.), showing/learning about characters, and characters developing, and often times a mix. Each party member has a Relationship Value with the main character, which rises and lowers from doing (and doing different things in) different private actions, which changes in these in turn lead to different Private Actions becoming (or not becoming) available (sometimes Side-quests and gameplay stuff like items are involved too). Some Private Actions requirements include: Relationship Value levels, money amounts (when money's involved), other Private Actions completed (correctly often times), story variable progression, and which city you're in.
There are also 45 different ending scenes (4 always happen), which are resultant of the party members and their progression through their stories in Private Actions (and sometimes other things).
Arg, I'm out of strength to keep typing. If anyone has any questions ask me and I'll answer them.
The battle system is a modification of the DBS. It is in first person view.
All enemies have custom wait, damage, death, attack, and (not all) skill animations. Lots of enemies will be capable of doing more than just normal attacking.
All enemies can be targeted individually (thus there is a limit of 4 enemies per battle).
There are one-time event normal battles (think like Chrono Trigger), random battles, event boss battles and event sub-boss battles in dungeons.
It consumes a turn to try to run from battle.
There will be roughly 20-25 battles per normal dungeon, and I'm aiming for the player to fight and win roughly 20. This includes all types of battles.
There are no random battles on the world map.
There is a lot of custom music, that is available for enjoyment on the world map.
There are roughly 50 BGM's for battles, and they're determined partly on where and what type of battle you're fighting, and then randomly from a certain selection based on that.
Party members have battle dialogues as well (ranges from 60+ (main character) to 26 or so). Basically, if the party member is there and alive when the battle starts or is won, they'll sometimes say something. What they say is chosen randomly from their possibilities, then sometimes not said based on un-met requirements (like story variable progression or Private Action completion).
The player can change party members, change classes, save (map), quick shop (map), quick travel (map), get help, view special stats, and change the current custom music for the world map from the menu, as well as (I use the default) do all the stuff in the default menu like equip, use items, etc.. Quick shop is shopping at various shops throughout the world without having to go to them (from the menu). Quick travel is warping to a previously visited place (both basically just cutting out useless time going there and back). Help is the main character reminding the player where to go, what to do, and why in a one or two sentence summary. View special stats views special stats of the game, such as Relationship Values, Classes obtained, etc.
All the battle formulas were made completely new by me. The differences from most games is that my special abilties (physical and magical) can miss (not healing and positive status effects), and you can get criticals on them (physical, magical, extremes, healing even) etc. Everything in the game is effected by all 5 of the party members statistics (refer here doansdomain.proboards27.com/index.cgi?board=Help&action=display&thread=1103522740&start=0 and here doansdomain.proboards27.com/index.cgi?board=Games&action=display&thread=1103704966 for more details). I hope to make all the stats just as important as one another this way, so people can't count on magic hitting everytime regardless of accuracy and whatnot (and thus making the characters and classes more balanced). Negative status effects hitting the target is based on agility and the spell, so that if the instigator and target have equal accuracy (instigator) and evasion (target) the abilities' rate (or in case of dual effect abilities I tamper with the formula to accomidate for them) being the percentage chance of hitting:
[(Success Chance)/80] * rate <- (success chance is equal to 80 when accuracy and evasion are equal)
(of course accomidating for rpgm2 chopping off fractions of variables)
There are Extremes, of which each party member (16 total) has five they can obtain and use. Extremes are similar to limit breaks: after a certain number of turns participating in the heat of battle, party members will be invigorated enough to perform powerful, unique, abilities with various effects to them. Once a party member uses an extreme, they're Extreme variable restarts at 0 and they lose they're abilities till they remain in battle longer. Party members obtain their Extremes from various townspeople, private actions, story events, etc. (and/or begin with some of course). The numbers are as follows as of now: 1st Extreme = 8 turns, 2nd Extreme = 12 turns, 3rd Extreme = 16 turns, 4th Extreme = 20 turns, 5th Extreme = 24 turns, and 5th Extreme powered-up = 32 turns. Most likely (I'll test play to find out), the Extreme variables will go up twice as fast during boss fights, and maybe none or half if you're fighting at an already completed dungeon.
There are also Guardian Angels the characters can call upon. They will temporarily increase the party's stats in various ways for a certain (same for all) number of turns. However, calling another Guardian will remove one in use already. Which party members have which Guardians is determined by a series of questions asked at the beginning of the game (think like Ogre Battle: MotBQ) (as well as some alterations on the main character's base stats at level 1 (not stats he gets when leveling-up)). Each party member has a 1/16 chance of getting 12 of the Guardians and a 1/4 chance of getting a certain Guardian (that I choose). This makes it so using two party members with the same Guardian isn't so good, but leaves it unknown and random (for me and player) who will work well with who Guardian-wise and it'll vary from playthrough to playthrough.
The bulk of abilities come from Classes, which come from Masters. To obtain various Classes, the player must find (and often please) various Masters, people capable of teaching Classes, around the world. Some are gained through the story, others through talking to (and sometimes doing/giving stuff for/to) townspeople, others through completing side-quests, and also from various party members joining your team (don't worry, no matter what all Classes are possible through one play, you can't miss any completely from going farther in the game or gaining certain party members - the party members often give you a class in advance (otherwise) or save you thr touble of giving someone money (or something)). There are 40 Classes total, some of which have more than one Master (like the party member ones), each party member can become 22 or 23 different classes (28 for main character). Each Class teaches 5 abilities (some repeat) in 5 Class level-ups, which each require 4 battle wins (some later ones take 8 or 10 battle wins per Class level-up). Classes also alter stats accordingly and determine what equipment can be used.
Many abilities require certain equipped weapons to use them.
There are 14 full dungeons total, 9 must be completed to beat the game, there are three parts where the story can split a little and the player chooses 1 of 2 dungeons to traverse, and 3 dungeons that are side-quests. This is only including what I quantify as a full dungeon (20-25 battles), so there are more battling places the player goes/can go to too.
There are 16 party party members total, 1 is the main character, 8 are alternate characters (1 of 2 joins based on something the character did/didn't do), 6 are characters that will always join, and 1 is an optional character toward the end.
Relationship Values: (read about Private Actions below)
There are a total of 95 Private Actions to do with party members (or other characters). Private Actions are where the party splits up and goes about the city on their own. Often times Nick will talk privately with individual party members and learn more about them (this is where most of the other party members' development is). Private Actions mainly fit into 1 of 3 categories: gameplay (gain items/lose money/etc.), showing/learning about characters, and characters developing, and often times a mix. Each party member has a Relationship Value with the main character, which rises and lowers from doing (and doing different things in) different private actions, which changes in these in turn lead to different Private Actions becoming (or not becoming) available (sometimes Side-quests and gameplay stuff like items are involved too). Some Private Actions requirements include: Relationship Value levels, money amounts (when money's involved), other Private Actions completed (correctly often times), story variable progression, and which city you're in.
There are also 45 different ending scenes (4 always happen), which are resultant of the party members and their progression through their stories in Private Actions (and sometimes other things).
Arg, I'm out of strength to keep typing. If anyone has any questions ask me and I'll answer them.