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- Jan 6, 2013
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Clockwork Battle System (CWBS)
So I've been planning to make this for a while now, and I wanted opinions on it as a system! I would appreciate any opinions, ideas, suggestions, etc.!
So without further ado, here's a graph which I shall reference, and which serves as the whole basis for the battle system:
The Clockwork Battle System is a one-actor turn-based action battle system, that, despite it's similarities to Final Fantasy's Active Time system or an ABS, I hope will stand out on it's own! Basically, that red mark you see in the middle of the graph is where the enemy is, and anywhere else within the circle (bar an exception with the 'large' range, more on that later) is where the player theoretically is.
Now before you click away because you're super confused, let me elaborate. Do you see those lines that intersect the circle? Here's another version of the graph to help clear things up:
I already explained a bit of it, but I feel it appropriate to get knee-deep into it. As I previously explained, the agility stat is a point of reference to how the player can move...but how? The stat, as you might expect, allows the player to move from cell to cell faster, and using up less energy! What is energy?
Energy is TP. Simple and quick. TP grows rapidly over time and decides whether or not the player is able to move. Both this and agility start quite low.
I haven't explained why movement is important, my error! In CWBS, every (read: most) attack from the enemy is a skillshot. (I'll be looking to incorporate skillshots from the player eventually...eventually) So to avoid these skillshots, you may need to move backwards to avoid a wide melee range sweep, move to the right, away from a lazer blast...by having the ability to avoid annoying moves, it makes the experience playing the game much more enjoyable and faster paced, but also it makes it more punishing, to a plausible brutal degree if the developer so chooses! (like stacking Status Effects (see Stat. Effects))
So by working on the character's agility and endurance, the player could possibly achieve the ability to be able to avoid most any attacks (although that would be disadvantageous for several reasons, such as low attack power, or such a low defense that getting caught off guard just once results in a wipe)! Let's say that your character can choose what class they wish to be, or maybe you can switch characters out, etc.: how can you make it that mages or rangers don't stay at long range forever, easily kiting foes' attacks?
The further away from the enemy in the circle you are, the more TP and time it takes for you to transfer sideways from cell to cell. This encourages either getting closer to the enemy to move faster, or staying stationary, casting spells/shooting arrows; waiting for the release of death to end your stillness.
All enemies have at least one ability that reaches the edge of the circle. Large monsters (ex. elites or bosses) can also have an extra ring (or even more...?), as indicated by the dotted line!
Players must stand still while: casting, basic attacking, or using any abilities with a charge period. Certain abilities can be instant, allowing a player to attack while moving.
I mentioned that it was turn-based, did I not? Contrary to what you read in the Movement section, attacking is not something that you can do all willy-nilly. You need to wait your turn to attack! It wouldn't be courteous to just go all Kalista on the enemy, never staying still yet still managing to atack every 0.3 secs.
The Turn System is really simple to explain, since it's basically the Active Time System from FF. When your 'turn meter' reaches full, you get to attack/use skill/use items/etc.. As explained in the last part of Movement, players when using abilites, attacking, or using items, must 'cast' the ability, and cannot move during that time (if you have an attack speed of 60 or whatever for example (no math done here), you take 1.5 seconds to attack, staying still for that time.
Weapons and armor should affect AS mainly. Also, reminiscent of the abilities mentioned in the last sentence of movement, there are certain abilities and items that can be used regardless of turn.
All attacks use the grid as a reference for range. A range of 2 can hit a target 2 cells away, for example. Range can be both horizontal and vertical. (x/y, not x/z)
I don't think more is to be said here.
STATUS EFFECTS (BAD/GOOD)
Due to the nature of the battle system, status effects cannot stay the same. From stat-boosting buffs to movement-limiting walls, the way status effects work are truly a point where CWBS shines. Status effects are mainly distributed through abilities or passives on attacks, and I included a few examples that will give the idea without becoming a wall of text (guffaw)!
-Wall (new effect): Creates one or more walls inbetween cells that impede movement horiztonally or vertically. Will be used by an enemy to shield itself from a melee attack, or to trap the player to improve the chances of hitting a skillshot.
-Paralysis: For x turns, you can't move or attack.
-Poison: Everyone's fave effect returns! For x turns, the player is increasingly slowed and damaged (x**n).
-Shields: Similar to wall, can be placed horizontally to reflect/null some/all of the damage of an attack or, in case of some other shields, can be placed on the player to negate damage and/or status effects on the player/enemy.
-Regeneration: For the most part, the player won't be using this. However, if the player or enemy lets a certain amount of turns stack up (yes, turns stack, forgot to mention), the opponent starts to regenerate. There are other triggers as well, of course. Preferably, this is kept away from monsters with large amounts of CC and bosses (please, sadists!)
-Auras (Self-buffs): Only one aura at a time can be active (w/ exceptions). This effect covers attack boosts, movement boosts, etc. When I thought of this, I was thinking of Shulk in Smash (without his shirt, obv)
That's the idea of CWBS! Any questions, comments, etc. are extremely encouraged!