Concept for an Event-Based Battle System

CosBlade

Veteran
Veteran
Joined
Dec 12, 2015
Messages
38
Reaction score
23
First Language
English
Primarily Uses
RMMV
For the game I'm developing, I'm aiming to do away with turn-based battle systems entirely. I would like to make dungeons more dangerous based on environmental traps, puzzles, and perhaps a few event-based enemies here and there which can be dealt with by sneaking, using traps against them, or direct action (with appropriate party members.)

The first dungeon in my game features three characters - the main PC, a firearm marksman and a jack-of-all-trades, who can use just about anything you equip him with, albeit less effectively than an master of one particular class.

As an example, the first dungeon sub-boss is a demon bound to a statue, which has been damaged and has its parts scattered throughout the dungeon. To vanquish the demon you must restore the statue, but the demon can pursue and attack you directly on the map. You can fight back using demonic weaknesses - holy water, if you've had water blessed at the abbey in town, or salt, found in town or within the smugglers cave before the dungeon.

You have the option to use salt to put into the marksmans firearms (saltrock shot) or to pour it across a corridor to make a temporary barrier (thanks, Supernatural!)

In short, this is similar to an ABS in that it uses events on the map, but it's a little different in that you're not usually taking direct action against the enemies. You can, but it's not the most effective way to win a battle. I guess it's sort of like a hybrid ABS/Strategy?

Posting for feedback on the concept. Has anybody tried something like this? Is it more trouble than it's worth in RPG Maker? Does it sound like it would be fun from a player's perspective?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,431
Reaction score
7,712
First Language
German
Primarily Uses
RMMV
It can be done, but you'll still require at least one script for it to have any chance to be not-booring.
What I'm talking about is a pathfinding script, because it is too easy to get the chasing event stuck if you're using simple approach settings.

You can probably do something halfway decent by giving a good map design with very carefully programmed set move route logics, but that would be a lot more work without a pathfinding script/plugin.
 

Failivrin

Final Frontiersman
Veteran
Joined
Jan 31, 2017
Messages
249
Reaction score
236
First Language
English
Primarily Uses
RMMV
I'm new to the software, so I don't know whether or not RMMV is the best fit for you, but I do like the idea very much.
In the game I'm currently making, I definitely wouldn't say that I'm doing away with turn-based battles; it's more of a combo approach. For example, I might have a minotaur chase a player through a labyrinth, and if it catches you, you enter a turn-based battle. But I'm also trying other approaches and adding little spices. I really like the concept of "Fairy Battlers" in FFIX. Monsters that don't attack, seem to have personality, and challenge you to do something other than swing a weapon at them. It takes creativity to pull off, but it sounds like you have plenty of that!
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
Consider whether your true intention is to make the system more of a combat system, an action game, or a puzzle. There's room to use one as a base and add in shades of the others, but lacking clarity over which one you are really trying to design your gameplay around will lead to a frustrating experience for the player.
  • Combat System: A relatively consistent experience throughout the game; actions that are effective in one situation will generally be effective in another and things like mechanical execution, character builds, and general strategy are at the heart of the experience. If the player is struggling, he can overcome it with grinding, better preparation, or developing overall strategies.
  • Action Game: The experience changes more based on the situation; some mechanics may be consistent but the gameplay and rules change frequently. The rules and goals, however, are clearly presented to the player - the player's job is not to figure out what to do, but rather how to do it best. If the player is struggling, he can overcome it with practice or repeated attempts.
  • Puzzle: Mechanical execution is not one of the main concerns, but rather the player's reasoning skills or lateral thinking abilities. The player needs to figure out at least some of the rules and goals, and the player will reasonably expect that at some point they will become "stuck" trying to figure out a solution. If the player is struggling, he might not be able to overcome it - and if he does, it's usually with clever experimentation or a "eureka!" moment.
From your brief description, it sounds like your vision is leaning further toward the "Puzzle" experience. Consider that a player who has spent most of the game solving heady environmental puzzles, and has enjoyed it, probably won't want to fail objectives because they are having a hard time juking a demon in a reflex-based chase through your dungeon. Maybe that would be better suited to a minigame that won't halt the player's progress if failed. Whichever experience you decide your system is actually about, be sure that you build around that experience instead of just throwing in everything that sounds cool in your mind.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,469
Members
137,821
Latest member
Capterson
Top