Post by Dungeon Warden on Aug 14, 2006 21:52:55 GMT -5
The battle video reminds me a lot of the default battle system only done with characters instead of enemies (the way I did it). This might have been what I would have done if I couldn't get my "Enemies as Characters" system working. I like how you got the characters to run around every time they attack. Well done.
The second video started with a black scene once the title sequence was over and it stayed black for a long time. I though that there was something wrong until the words started to appear. Maybe where was someone in that scene I couldn't see, but as it was it was a bit strange and boring. Once the lights came on, it got a lot more interesting. Good use of effects and camera angles, and the story seemed interesting as well (although the text went by too fast to read). Keep it up.
Post by Doan the Nado on Aug 15, 2006 7:23:57 GMT -5
I liked the opening scene, it was very well done. The black video, DW, was actually really dark. Maybe if you turn your brightness up, you could better see what's going on. On the other hand, perhaps the scene doesn't need to be so dark. I do have one gripe with the battle system, and that is that one of my biggest gripes with the default battle system were all those stupid messages. If it's not too much (and I don't think it should be, I would be willing to give advice), I would suggest doing something like OgreNix did where the damage pops up as VFX text on the character.
Doan-actually, set your text display to fastest, then after they attack, press buttons. either way, i'm kinda happy with the messages. if i had it as a vfx, the camera rotation after the attack would cause a problem for the player.
thanks all for your comments, and drew for the vid
Post by JimmyPaladin on Aug 26, 2006 23:06:41 GMT -5
Perhaps you could change the messages slightly? Kind of like what I do with Paladin/The Solemn Truth: I still use the Message Window but I don't use the exact default messages of '______ prepares to attack...', etc. I think all of us sigh/roll our eyes in agony every time we see something default. What I did in Paladin/The Solemn Truth was as close to VFX numbers without using VFX. Perhaps you could still have messages but they could be slightly different like:
Script Poop1_ Data: tempvariabley = 1 ? (however many you come up with) Script Branch: Sort: variable: tempvariabley Apply If: 1 Message Window: 'vicously' To End Apply If: 2 Message Window: 'brutally' To End Apply If: 3 Message Window: 'vigorously' To End Apply If: 4 Message Window: 'furiously' To End ... Branch End
Script Poop2_ Data: tempvariabley = 1 ? (however many you come up with) Script Branch: Sort: variable: tempvariabley Apply If: 1 Message Window: 'vicously' To End Apply If: 2 Message Window: 'with brute force' To End Apply If: 3 Message Window: 'like a mighty typhoon' To End Apply If: 4 Message Window: 'by throwing pieces of poop at him' To End ... Branch End
I think most people can figure out what those scripts would do, but for those who can't, here are the possible outcomes of those scripts:
______ vicously attacks! ______ brutally attacks! ______ vigorously attacks! ______ furiously attacks! ______ attacks viciously! ______ attacks with brute force! ______ attacks like a mighty typhoon! ______ attacks by throwing pieces of poop at him!
The real reason why I don't like the '_______ recieved X points of damaged!' is that it transcends between story and gameplay in a way. Logically, everything has to have a numerical value of life, but it shouldn't be spoken about in such a realistic way.
While it is suprisingly default, i didn't intend it to be. I have never used the DBS since my beginning year with rpgm2, so I haven't the faintest clue what most of the default stuff is aside from my guide (which I use ALOT for referrencing (spelling?)).
I tried making this game show my ideas only, but I spose the battle is a tad dull because of that particular implementation, so therefor I will change it. Maybe not exactly to what you offered, but I'll find something.