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Post by Deleted on Dec 6, 2004 21:21:53 GMT -5
I'm just curious what everyone's doing.
I'm doing the Modified DBS First Person View.
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Post by NASH7777 on Dec 6, 2004 21:30:42 GMT -5
Active Battle All THE WAY!!!!!!!! ;D
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Post by vespuleth on Dec 6, 2004 21:37:34 GMT -5
im experimenting w/ alot of different battle systems, and seein which will work best..
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Post by NASH7777 on Dec 6, 2004 21:40:43 GMT -5
Well while active is hard to make and doesn't "work" the best, I still think it's the funnest of them all
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Post by Doan the Nado on Dec 7, 2004 3:37:30 GMT -5
My plans right now call for a tactical ATB CBS, so I voted for the tactical one. I personally think it should be fun to get this one going, because I've never been challenged by an RPG to try to plan a battle strategy that involved member movement, while up against a real-time battle clock.
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Post by Dungeon Warden on Dec 7, 2004 9:55:19 GMT -5
I am making a modified DBS with characters visible, since I invented the format. I am playing with the idea of including some tactical elements as well, similar to Final Fantasy 6 (FF3 on SNES) where you could move partys like chess pieces and fight standard battles when the enemy meets. I won't need this until much later in the story, so I'll work on other things before I worry about this.
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Post by The Final Rune on Dec 7, 2004 10:54:54 GMT -5
I was going to make my CBS outside of the DBS, but DW's setup for cutomizing the DBS will allow greater freedom in my battles. And, by the time I finish, the enemy character graphics will be the only thing that give away you're even in the DBS!
You'll all see for yourselves Jan 10th!
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Post by Jugem on Dec 7, 2004 15:38:01 GMT -5
Of course I'm using an action battle system.
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Post by Deleted on Dec 26, 2004 21:47:09 GMT -5
Anybody else?
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Post by vespuleth on Dec 26, 2004 22:42:31 GMT -5
tactical battle system. dont know how i missed this thread
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Post by The zoradude on Dec 27, 2004 12:40:07 GMT -5
I don't know I have two games I'm working on one with FF and the other is an Action RPG. I've learned one thing though, I'll probably never get the FF one done because it takes to long, I mean it is preetty much done but I don't want ot put in each and every enemy one by one I know that will take a really long time....
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Post by Aaron on Dec 27, 2004 13:47:48 GMT -5
Mine's FF styled.
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Post by NASH7777 on Dec 27, 2004 15:09:31 GMT -5
You can't say FF styled becuase FF has had so many different battle system over the years....
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Post by Aaron on Dec 27, 2004 15:32:05 GMT -5
Okay, mine's FF1 styled. Good point.
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Post by qachyk on Dec 28, 2004 12:09:03 GMT -5
I am currently so frustrated in my attempts to modify the battle system that I am almost tempted to write a cbs.
I am currently going through the task of trying to entirely rip out the preset abilities (and all their interconnections with direct effects, events, and scripts) as well as the preset items, with the exception of ones like poison and antidote that I would use anyhow. Things are so highly interconnected that this really is a wearying task, and I'm beginning to think I approached it the wrong way. But my plan is to use the guts of the dbs as well as probably preserving the entire indirect effect and status system, but rebuild the abilities and elemental system.
If I were to do a CBS, it'd definitely be turn-based and might have some sort of ChronoCross-like action points system.
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Post by doyleman on Dec 28, 2004 14:17:17 GMT -5
Action Based, of course, Zelda Turn based like FF whatever ones where you attack, enemy attack, repeat, just sounds weird and absurd. I too hate the DBS, but dungeon wardens was actually pretty creative and cool, so his didn't bother me. prob cuz I could see the char. and this was the first time i seen something like this done though.
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Post by KingSpoom on Jan 12, 2005 5:47:30 GMT -5
Well... if I had to describe it quickly, it's a WTB (waiting time battle system). This is a system that uses time bars, but time stops once a players turn arrives. However, the simularity with other battle systems starts to fade from there on out... Sure the monsters are on one side and the players on the other (except in special circumstances), but that is to relay familiarity and to keep everything organized and simple.
An important factor in my battle system is my character development. Not actual story character development per say, but each of my characters is unique in how they develop in battle. There is no unified way to organize their abilities other than to look at the story.
"You're not the only special guy here" - Naruto
Essentially this is what all parties are, but I hold true to the statement. Nobody is run of the mill in my story, and nobody is run of the mill in my battle system.
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Post by Doan the Nado on Jan 12, 2005 20:13:28 GMT -5
That sounds awesome. I'd love to hear more about your game: its battle system and story, especially (in a new topic, of course). Good to hear that you still have a work in progress, and it's good to see you around the Domain again.
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Post by Tinbok on Feb 2, 2005 17:19:05 GMT -5
I changed my mind. I'm goin' with the Real Time Battle system like the Tales games. I just liked the action style a lot more. I'll make a Tactical Battle System for the next game I make though.
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Post by vespuleth on Feb 2, 2005 21:32:00 GMT -5
im really glad everyone is going for an action battle system, but what happened to variety and originality?
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Post by Doan the Nado on Feb 2, 2005 21:34:17 GMT -5
I think that some people who say they're using an Action Battle system mean one that is like FF7. Not sure though...
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