After scrapping my old turned based CBS, trying out DW's battle system, and playing FF8, I got the idea to make a active time battle system with my original idea of evolving enemies that will kick your asses if you don't act ASAP.
I have got probably 90% of it figured out.
SO, the question is, do you guys like the idea or not?
Just want to see what you guys think before I put much effort into it.
Oh yeah, this system has Limit Break styled moves.
It's not a draw system, just an active time system with the good stuff about my old CBS added into it. I had to think for a long time about certain aspects of it to figure out how to get it to work the way I want, but fo the most part, it's okay. The main problem I have now is: how the hell do I get the party back to the Field after battle, because I can't teleport them. Hmmmmm. Any ideas?
Post by JimmyPaladin on Jun 8, 2005 20:46:12 GMT -5
I haven't used them myself, but the 'Escape' and 'Set Escape' commands (perhaps not called exactly that, though it's under Party>Teleport) are what you'd use. The 'Set Escape' command sets a warp location where the party is standing and the 'Escape' command warps the party to that escape location set with 'Set Escape' (only one can be done). Basically, (I think you already know the rest) you use 'Set Escape' to learn/remember the party's location before battle and the 'Escape' command to warp to it after battle.
I'd figured you meant a general FF7/8/9 battle system. I'm not a fan of the drawing from 8 either.
I was going to warp the party to a blank dungeon map with the characters (like Doan's CMS) and give experience points and all that, then warp them back to the field.
I have an idea that came to me a while ago: Where The actual party gets warped and hidden on the battle map, have them warped on top of an event that, as soon as Battle end conditions are met, warps them to either a game over screen, or the blank dungeon map like I was talking about earlier, then lets the party escape back to the field. I thin it'll work....