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- Jul 31, 2014
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My apologies in advance for the long post. I'm just trying to be as clear as possible, while also describing something that doesn't currently exist (as far as I'm aware). As a result, things got a bit long.
Anywho, on to the post...
I'm looking for some feedback and help making a slightly different kind of battle system than is traditionally used.
Some background: I've generally focused on making games to help people learn languages. Specifically, games for my students (I'm an English teacher in Japan) to learn English from. But I also like my games to have some story, and ideally some challenge. While the below examples for my next game are all in English, the game will actually be for teaching Japanese.
With my next game, I'm looking to make a game where the battles are against everyday items, and your abilities are words, and you do damage by describing the enemy. For example, if the enemy is a blue bucket, you could say "blue" "bucket" "small" "light" and each of these words would cause some level of damage. On the other hand, "red" "fish" and any other word that is unrelated would cause no damage.
Right now, this is easily implementable at a basic level. An unfortunate side effect is that the way I'm doing it (which is rather primitive (basically, each word gets its own element, and I just make enemies resistant against lots of elements)) isn't really scalable. The number of elements only goes up to 100, and as I add more and more abilities, I'd have to go back to every single enemy and make them resistant to all the new abilities.
At the advanced level, I'd like a combo system where words put into a sentence correctly gives bonuses. So while "blue" and "bucket" would work in the above example, "It" followed by "is" then "a" "blue" "bucket" would create a combo (doing extra damage), the sentence would build itself on screen ("It is a blue bucket"), and wrong words would end the combo. "It are" "It am" "It blue" "It bucket" would break things, and so on. The goal is of course to reward players who build long sentences, while also acknowledging those players who can only do the basic word recognition. (Additionally, I'd like the repetition of words to have diminished returns in a single battle. So using "blue" the first time will have the full effect, but then each time used after that it will decrease in damage. This is to encourage using a greater variety of words.)
The solution I can imagine is to program each enemy with a set of "sentences" and if any "word" you use is in that sentence, then it will ping for damage, and if any words aren't in those sentences, they'll do nothing / end the combo. Any word out of order will also do damage, but end the combo, resetting the damage multiplier. Of course this means writing hundreds of sentences, but that's not the end of the world, and player feedback ("Why didn't this sentence work?" "Oh, you're right. I'll fix that.") will help fill in the blanks.
Next is the problem with the amount of words. Languages have a lot of words. Nothing new there. But entering a battle and having "Words" and "Run" as your only options, and then clicking "Words" and having to scroll down a huge wall of 200 abilities sounds painful.
My current solution: Having different classes. Instead of a basic attack command (because there's nothing like it, so far), every class has the "Basic" option which includes the common language building blocks. Your "It" "That" "Those" "Is" "Am" Are" "And" and whatnot. Like a basic attack command, since these are in almost a lot of sentences, they'll do damage like a basic attack. But then you'll have each class have two categories of abilities. For instance, the Colorman class might have "Color" and "People" or something like that, "Color" having all your basic colors, and "People" having things like "Man" "Woman" "Child" and so on. Below those two abilities is the "Change Class" command, which lets you change to another class, without costing a turn. Only using a word will end your current turn. This organizes the abilities for the player into nice little categories.
PRO: Organize abilities.
CON: Switching classes many times in battle could be annoying / cumbersome.
I've thought about having the main character have copies of themselves, everyone sharing a common moveset, so that sentences could be built faster. This hasn't been present in the story I've considered, but it's not out of the question. It wouldn't not make sense. Just not sure if it's a good idea yet.
I'd also like for the abilities to, when used a certain number of times, become "mastered", increasing their damage, and when all of the abilities for a class get mastered, have some other effect (speed+1, all abilities damage+1, etc.). Additionally, I'd like the ability to take any mastered ability and put it under it's own category and then allow players to make 1-3 custom classes with their own abilities and categories. But I guess this falls more under polish? I do think it would help with the CON above.
Anywho... Okay. Where are we at?
TLDR #1
-battle system involving making sentences, each "ability" is a word; how to implement?
-making correct sentences increases "combo", increasing damage
-wondering how to make it scalable
-copies of main character for faster sentence building?
-different classes to organize abilities
-mastering abilities? custom classes?
Okay, so let's say I get the above working. The problem I've run across then seems to be that battles don't have much variety. Enemies aren't that unique. The Blue Bucket enemy and the Red Dress enemy both require a couple hits to defeat, and while you pick your words, they only knick away at your health. As of yet, there's no status effects or anything, just straight damage. (I guess I should probably put in some status effects, or attacks with different effects. I just worry that adding the addition of too many RPG elements will make the game harder to approach for the average learner? It's why I'm sticking with abilities just doing straight damage. I also don't know if I'd want someone choosing words because they have additional effects.)
To add some variety, there's a second party member, who can also change classes, but has a more varied move set. More RPG-ish moves. A healing ability. A regen ability. A potential status effect curing ability. The ability to do status effects. A scanning ability that lets you see what kind of words might work on the enemy (important for using opinionated words (Is this enemy "cute" "scary")). Maybe even a basic attack, so that if you're fumbling with the language, at least some damage will be going on.
So that gives more variety for what you're doing, but not much variety for what the enemy is doing. One way to make this work is have the enemy constantly changing form, while keeping the same health bar. While a combo is going on, the enemy can't change forms. However, if a combo isn't in effect, the enemy can change. From a story point of view, this works (everything is kind of a hallucination). But I'm having trouble making it work in practice, since each enemy has its own health bar. I could make 5-6 copies of each enemy, take the damage used on a previous enemy and then reapply it on the new enemy, but another solution seems better. Just not sure what that is.
Finally, the battle would ideally be ATB. That is, while a player isn't navigating menus, the enemy is constantly attacking them. Faster sentence building results in faster results. Keeps things fresh and I think is realistic from a language perspective.
TLDR #2
-wondering how to make individual battles fun and/or intense
-second party member with traditional RPG skills
-enemies change form; how to implement?
-ATB
Well, that was a doozy!
Anywho, the big questions:
1) How does this sound? See any glaring problems that haven't been considered?
2) Do you have any solutions for the above problems? (how to parse correct sentences, combos, how enemies change form, etc.)
3) What parts do you think require (or would benefit greatly) from scripting?
Thank you so much for any help!
Best,
Joshua Warhurst
P.S. Remember, it's not going to be "[it] [is] [a] [blue] [bucket]." It's going to be "[これ][は][あお][い][バケツ][です]." Just so we're clear.
I'm looking for some feedback and help making a slightly different kind of battle system than is traditionally used.
Some background: I've generally focused on making games to help people learn languages. Specifically, games for my students (I'm an English teacher in Japan) to learn English from. But I also like my games to have some story, and ideally some challenge. While the below examples for my next game are all in English, the game will actually be for teaching Japanese.
With my next game, I'm looking to make a game where the battles are against everyday items, and your abilities are words, and you do damage by describing the enemy. For example, if the enemy is a blue bucket, you could say "blue" "bucket" "small" "light" and each of these words would cause some level of damage. On the other hand, "red" "fish" and any other word that is unrelated would cause no damage.
Right now, this is easily implementable at a basic level. An unfortunate side effect is that the way I'm doing it (which is rather primitive (basically, each word gets its own element, and I just make enemies resistant against lots of elements)) isn't really scalable. The number of elements only goes up to 100, and as I add more and more abilities, I'd have to go back to every single enemy and make them resistant to all the new abilities.
At the advanced level, I'd like a combo system where words put into a sentence correctly gives bonuses. So while "blue" and "bucket" would work in the above example, "It" followed by "is" then "a" "blue" "bucket" would create a combo (doing extra damage), the sentence would build itself on screen ("It is a blue bucket"), and wrong words would end the combo. "It are" "It am" "It blue" "It bucket" would break things, and so on. The goal is of course to reward players who build long sentences, while also acknowledging those players who can only do the basic word recognition. (Additionally, I'd like the repetition of words to have diminished returns in a single battle. So using "blue" the first time will have the full effect, but then each time used after that it will decrease in damage. This is to encourage using a greater variety of words.)
The solution I can imagine is to program each enemy with a set of "sentences" and if any "word" you use is in that sentence, then it will ping for damage, and if any words aren't in those sentences, they'll do nothing / end the combo. Any word out of order will also do damage, but end the combo, resetting the damage multiplier. Of course this means writing hundreds of sentences, but that's not the end of the world, and player feedback ("Why didn't this sentence work?" "Oh, you're right. I'll fix that.") will help fill in the blanks.
Next is the problem with the amount of words. Languages have a lot of words. Nothing new there. But entering a battle and having "Words" and "Run" as your only options, and then clicking "Words" and having to scroll down a huge wall of 200 abilities sounds painful.
My current solution: Having different classes. Instead of a basic attack command (because there's nothing like it, so far), every class has the "Basic" option which includes the common language building blocks. Your "It" "That" "Those" "Is" "Am" Are" "And" and whatnot. Like a basic attack command, since these are in almost a lot of sentences, they'll do damage like a basic attack. But then you'll have each class have two categories of abilities. For instance, the Colorman class might have "Color" and "People" or something like that, "Color" having all your basic colors, and "People" having things like "Man" "Woman" "Child" and so on. Below those two abilities is the "Change Class" command, which lets you change to another class, without costing a turn. Only using a word will end your current turn. This organizes the abilities for the player into nice little categories.
PRO: Organize abilities.
CON: Switching classes many times in battle could be annoying / cumbersome.
I've thought about having the main character have copies of themselves, everyone sharing a common moveset, so that sentences could be built faster. This hasn't been present in the story I've considered, but it's not out of the question. It wouldn't not make sense. Just not sure if it's a good idea yet.
I'd also like for the abilities to, when used a certain number of times, become "mastered", increasing their damage, and when all of the abilities for a class get mastered, have some other effect (speed+1, all abilities damage+1, etc.). Additionally, I'd like the ability to take any mastered ability and put it under it's own category and then allow players to make 1-3 custom classes with their own abilities and categories. But I guess this falls more under polish? I do think it would help with the CON above.
Anywho... Okay. Where are we at?
TLDR #1
-battle system involving making sentences, each "ability" is a word; how to implement?
-making correct sentences increases "combo", increasing damage
-wondering how to make it scalable
-copies of main character for faster sentence building?
-different classes to organize abilities
-mastering abilities? custom classes?
Okay, so let's say I get the above working. The problem I've run across then seems to be that battles don't have much variety. Enemies aren't that unique. The Blue Bucket enemy and the Red Dress enemy both require a couple hits to defeat, and while you pick your words, they only knick away at your health. As of yet, there's no status effects or anything, just straight damage. (I guess I should probably put in some status effects, or attacks with different effects. I just worry that adding the addition of too many RPG elements will make the game harder to approach for the average learner? It's why I'm sticking with abilities just doing straight damage. I also don't know if I'd want someone choosing words because they have additional effects.)
To add some variety, there's a second party member, who can also change classes, but has a more varied move set. More RPG-ish moves. A healing ability. A regen ability. A potential status effect curing ability. The ability to do status effects. A scanning ability that lets you see what kind of words might work on the enemy (important for using opinionated words (Is this enemy "cute" "scary")). Maybe even a basic attack, so that if you're fumbling with the language, at least some damage will be going on.
So that gives more variety for what you're doing, but not much variety for what the enemy is doing. One way to make this work is have the enemy constantly changing form, while keeping the same health bar. While a combo is going on, the enemy can't change forms. However, if a combo isn't in effect, the enemy can change. From a story point of view, this works (everything is kind of a hallucination). But I'm having trouble making it work in practice, since each enemy has its own health bar. I could make 5-6 copies of each enemy, take the damage used on a previous enemy and then reapply it on the new enemy, but another solution seems better. Just not sure what that is.
Finally, the battle would ideally be ATB. That is, while a player isn't navigating menus, the enemy is constantly attacking them. Faster sentence building results in faster results. Keeps things fresh and I think is realistic from a language perspective.
TLDR #2
-wondering how to make individual battles fun and/or intense
-second party member with traditional RPG skills
-enemies change form; how to implement?
-ATB
Well, that was a doozy!
Anywho, the big questions:
1) How does this sound? See any glaring problems that haven't been considered?
2) Do you have any solutions for the above problems? (how to parse correct sentences, combos, how enemies change form, etc.)
3) What parts do you think require (or would benefit greatly) from scripting?
Thank you so much for any help!
Best,
Joshua Warhurst
P.S. Remember, it's not going to be "[it] [is] [a] [blue] [bucket]." It's going to be "[これ][は][あお][い][バケツ][です]." Just so we're clear.

