Dialogue-based Battle System

Yoriyari

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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!  :p

Thanks, even if it's just for reading!
 

Sausage_Boi

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That is....much more complex than I had envisioned. I am developing a non-rpg game with non-traditional combat and I was thinking of something similar, albeit much less in depth. I hope you don't mind if I pilfer a few ideas.... with credit, of course. Great idea!
 

Wavelength

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Unpaid requests for entire battle systems are some of the least likely to be taken up, but I do have to say that what you're trying to put together here is pretty awesome. :)
 

Yoriyari

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Heh, yeah. It's probably a bit much for a random request for an act of kindness. But hey, maybe someone knows of some way to pull it off that I don't know about. Even some advice could help!

Also, thanks both of you for the compliments! :blush:
 

Sausage_Boi

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MeowFace

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What you want is similar to the horse race mini game (except you have the player running against the horses)

http://www.gdunlimited.net/forums/topic/4470-horse-betting-and-racing/

it can be done by transfering the player to a new map with the enemy and tracks, a few random events that move from left to right of the screen, and a move overwrite (by auto event).

A force move overwrite can be done by using an event set to auto with a key pressed conditional branch inside. So you can force the player to move only up/down.

Eg,

 Conditional Branch: Key Pressed Up

    Move route: Move player up

 Conditional Branch: Key Pressed Down

    Move route: Move player down

As for how to trigger the events on collision, here's a tutorial for it:

http://forums.rpgmak...f-sight-events/
 
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Yoriyari

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Thanks for the assistance, MeowFace. I tried the things you suggested, although the auto event seems to still lock up the player's movements regardless. My theory would be that it only checks the conditions once and then it simply waits for the auto event to end.

How do I spawn events with a random graphic from a set few, and have them spawn randomly in such a manner that it doesn't accidentally create a wall that the player wouldn't be able to dodge? Also, would it be possible for the bullets to move off-screen somehow?

The collision trigger worked fine, thank you.
 

MeowFace

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set up a random number in variable control and change the graphic of the event based on that using a conditional branch will do the trick.

as for preventing the events to line up, you will need to add a check that constantly check for event's x / y position and force the event to move/freeze when the x position is the same.
 

skymen

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Hey!
There's actually no need to do a script for that :D

You could use RME (Rpg Maker Extender) and do that with events and script calls.
http://rmex.github.io/
What you want is set up a map where all your battles are gonna take place
In that map you create an initialisation event with every common animation that you may put in, and the creation of your windows.

In an other event, you set up your "battler" and your "ennemy". For that, you could store the two values in an array variable (http://forums.rpgmakerweb.com/index.php?/topic/16541-intermediateadvanced-game-variables/) and process the thing in consequence. You can even try to put your data in the database in the comment sections for actors and enemies and use them like some script do (I don't know if you can, but you may).
What you wanna do then is launch the battle, a turn based thing that you could manage via events and switches activation for turns and decisions. Then you set up your random variable that will pick up a random phrase and a random lane where your picture will be created. Then you check for picture collision using RME for your damaging part. All of that coupled with some eventing and variables mastery should be enough to make what you wanna do.

Also RME is extremely interesting to look in. There are a lot of commands that allows you to do any kind of things like mouse and picture collision detection, or tileset pattern, or pathfinding. With it you can fully customize an RPG Maker game.
Here's the documentation ;)
http://rmex.github.io/RMEDoc/
 

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