- Joined
- Jan 18, 2014
- Messages
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Greetings!
I'm developing a game that focuses a lot on character development and alike!
I would like to incorporate the battle system into that character focus. The default battle system doesn't quite cut it for me, and I can't quite create what I desire through eventing. So here I am, requesting assistance!
The design for the battle system is something like this:
The player is placed on a grid where they can go up, down, left and right. Four directional movement.
The enemy rants with "bullets" of text shooting across the screen. The player dodges by moving from tile to tile. Preferably with instant movement to the next tile per key press.
If the player gets hit, they lose some HP. Nobody can with withstand being shouted against forever!
I made some quick sketches, take a gander at this little beaut'
When the enemy runs out of things to say, it's the player's turn. They can try to calm down the enemy through arguing or performing an action.
They could also attack the enemy until the enemy's health is depleted. How violent!
The player argues back to stop the enemy from fighting them. They can act in different ways, such as threatening or friendly, or what have you!
The enemy may also say something that is not true, or something that is not negatively loaded towards anyone. The player can hit these bullets in order to point out the enemy's flawed reasoning and/or lower their willingness to fight. Perhaps these bullets heal the player a little.
More sketches hiding under the spoilers.
The player selects their action to the enemy.
The player argues back at the enemy.
The enemy becomes less willing to fight, and accidentally tells a lie.
Alternatively, an enemy may be all set to fight. They're enraged and attack at full power. They won't listen to the player's reasoning.
How do you calm down an angry monster? Punch him in the face!
The monster calms down and will eventually listen to the player's arguments again.
The enemy is enraged and attacks with all their might.
The player fights back. The enemy gets less determined to fight the player.
More advanced battles may develop, such as vertical bullets.
Or an enemy that limits the player movement to up and down, and fires in a set pattern, so that the player has to tap in a rhythm to dodge.
Maybe walls in the grid, or slippery tiles that bring the player a tile further?
For now, this is the most basic part. The player dodging enemy rants and arguing back to calm the enemy down.
As a kid I had this small game where you dodged incoming cars by constantly switching between three roads. This system functions like that. It doesn't need to be about the enemy ranting to the player, as it could just be a simple car dodging mini-game like that.
Or this is like a Frogger game where you never cross the road, but just play survival until the holy Game God runs out of cars to throw at you.
Of course, if anyone knows if there's some way to do anything like this with events, that would be welcome too.
I wouldn't know how to make the player move across a grid instantly with events, though. Or have bullets spawn out of screen on one side and fly out of screen at the other side. Or make windows to choose your actions in combat. This is why I make script requests!
Thanks, even if it's just for reading!
I'm developing a game that focuses a lot on character development and alike!
I would like to incorporate the battle system into that character focus. The default battle system doesn't quite cut it for me, and I can't quite create what I desire through eventing. So here I am, requesting assistance!
The design for the battle system is something like this:
The player is placed on a grid where they can go up, down, left and right. Four directional movement.
The enemy rants with "bullets" of text shooting across the screen. The player dodges by moving from tile to tile. Preferably with instant movement to the next tile per key press.
If the player gets hit, they lose some HP. Nobody can with withstand being shouted against forever!
I made some quick sketches, take a gander at this little beaut'
When the enemy runs out of things to say, it's the player's turn. They can try to calm down the enemy through arguing or performing an action.
They could also attack the enemy until the enemy's health is depleted. How violent!
The player argues back to stop the enemy from fighting them. They can act in different ways, such as threatening or friendly, or what have you!
The enemy may also say something that is not true, or something that is not negatively loaded towards anyone. The player can hit these bullets in order to point out the enemy's flawed reasoning and/or lower their willingness to fight. Perhaps these bullets heal the player a little.
More sketches hiding under the spoilers.
The player argues back at the enemy.
The enemy becomes less willing to fight, and accidentally tells a lie.
How do you calm down an angry monster? Punch him in the face!
The monster calms down and will eventually listen to the player's arguments again.
The player fights back. The enemy gets less determined to fight the player.
More advanced battles may develop, such as vertical bullets.
Or an enemy that limits the player movement to up and down, and fires in a set pattern, so that the player has to tap in a rhythm to dodge.
Maybe walls in the grid, or slippery tiles that bring the player a tile further?
For now, this is the most basic part. The player dodging enemy rants and arguing back to calm the enemy down.
As a kid I had this small game where you dodged incoming cars by constantly switching between three roads. This system functions like that. It doesn't need to be about the enemy ranting to the player, as it could just be a simple car dodging mini-game like that.
Or this is like a Frogger game where you never cross the road, but just play survival until the holy Game God runs out of cars to throw at you.
Of course, if anyone knows if there's some way to do anything like this with events, that would be welcome too.
I wouldn't know how to make the player move across a grid instantly with events, though. Or have bullets spawn out of screen on one side and fly out of screen at the other side. Or make windows to choose your actions in combat. This is why I make script requests!
Thanks, even if it's just for reading!


