Features Feedback

Discussion in 'Game Mechanics Design' started by Lunarea, Mar 4, 2012.

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  1. Takuto

    Takuto Spriter, Fancy Suit Wearer Member

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    Edit:  I should have checked what engine they used first, heh. Um, let's see . .Right.

    @HumanNinjaToo

    I couldn't tell what every skill did right from the get go, but it wasn't too hard to figure out.

    The skills themselves are definitely . . hm. I don't know what to say about them, really. I haven't seen something like that before, though.

    And I liked the look of the Battle HUD, it wasn't too hard to read or access.
     
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  2. wallacethepig

    wallacethepig Potato Mage Veteran

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    I'm working on a game where every stat save HP and MP is used for offense and defense. Hear me out.

    Instead of names like "attack," "defense," "magical attack," and so on, instead we have "punk," "vintage," and "class."

    All of your equipment boosts a different stat - for example, a top hat boosts class. Each piece of equipment gives you a different skill as well. So, for example, an afro would give you points in the disco stat, as well as teach you the skill "Head Bob." Head Bob would perhaps deal slightly more damage than a regular attack. In this way, you could only have five skills at a time: one for each equipment slot.

    Certain styles have strengths and weaknesses, too. I was thinking something like Disco beats Street, Street beats Punk, Punk beats Vintage, Vintage beats Disco, Hip doesn't have any modifiers, and Class beats everything (but is incredibly expensive and lowers all other stats - the "endgame" style). Resistances would work the same way, but in reverse (and class wouldn't resist anything; just be effective against everything).

    tl;dr: Every stat is simultaneously offense and defense, as well as its own elemental type. Each piece of equipment would boost a certain stat and give a skill with that stat's affinities. The only way to "level up" would be to equip better/different gear. Mix and match.

    The game wouldn't be very long, so I'm thinking maybe 3 articles of clothing per style per equip slot, and one article of clothing for each equip slot in the class style. For a grand total of 80 equipments. What do you guys think?

    -Wallace
     
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  3. AceOfAces_Mod

    AceOfAces_Mod Engineering to infinity! Veteran

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    I was thinking of these two:

    1. Quick Load: Pretty self explanatory. The implementation that I'm planning is to run the game with a command switch (is that how it's called?) from a shortcut or the launcher. Tsukihime has a script that exposes these (along with customising these), but how will the quick load is triggered I have no idea.

    2. A Survival System: It s quite simple: When the party is fighting (or in an imminent danger), the TP gauge builds up and when it hits max, they can unleash really helpful skills (say a more powerful version of a revive or a Limit Break), but when they explore, that gauge gets depleted while HP and MP get replenished as the time passes by. States can affect this (for example, if they are Sad, TP builds slowly and you deal smaller damage in exchange for higher defence). The build up speed of TP is affected by how close to death you are, states, etc. I wonder how I will implement this...
     
  4. thirdmuse

    thirdmuse Warper Member

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    @wallacethepig That sounds like it can turn out really well, or just disastrously campy. For things like that, I found keeping the stats short sweet and easy to connect the best to avoid confusion. So grouping things as much as possible tends to work well. Also, don't forget you don't have to limit yourself to only one skill. For example for your Afro, you could add two skills maybe one a hair pick throw and also give resistance to confusion and increased defense due to head cushioning. Etc. just some thought! Seems it'll come down to how you introduce the systems and the tone you set. It'd certainly not be something I'd ever play, but I could see a lot of people liking it.

    @aceofaces_mod Quick Loads or self picking continue buttons are always good. I'm curious as to what feedback you need on that? Do you want links to a tutorial or inspiration?

    As for the second idea it seems pretty standard. All you would have to do is set the TP needed for those skills as being a really high number within their estimated thresholds. make it so that TP resets to 0 After fights, and set up common events and parallel processes to add TP on a timer etc. Again, not sure what feedback you exactly want, as you're not being clear at all.

    Hopefully that helps you both.
     
  5. AceOfAces_Mod

    AceOfAces_Mod Engineering to infinity! Veteran

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    @thirdmuse, I wanted more feedback and ideas on how to implement the survival system, as I can figure out how to do quick load. Here's what I did for the system:

    -Set all actors to recover 1% of their HP and MP and loose 1% of TP.

    -Set items to speed up or speed down recovery

    -Set Preserve TP flag on all actors.
     
  6. omen613

    omen613 Veteran Veteran

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    Was toying with the idea of enemies dropping random items when they died during battle that disappear at the end of the battle. And using an item in battle didn’t consume the actor’s turn. To give value and incentive to items so they don’t just get horded in the inventory or just become a crutch in battles.

    First of all, my game has no random encounters. Each battle is technically a boss battle that must be completed in order to advance. Battles don't end in 2-3 turns.

    Lets say for this example that the player has no consumable items at all before battle begins.

    You’re against 3 enemies.  You kill one of them and you get a message saying, “Enemy dropped a Potion” or “Enemy dropped a Grenade” and you get that item added to your inventory instantly for any actor in the party to use once.

    Most enemies would drop a random item from a rather large pool of items 20+ items to bring randomness to the battles. (One being an instant death item that works on non-boss enemies)

    A thief character can steal one of the random items every X turns with 100% success making steal actually useful in an RPG useful (hehe) – granted the steal ability itself could be used without consuming the actor’s turn as well.

    And some specific enemies will always drop a certain item.

    Example:

    The Assassin enemy uses a mean poison blade attack during battle and when he is defeated the party gets his poison blade that they can throw at another enemy for damage along with that same mean poison effect. (Item is consumed after use)

    Example 2:

    Boss does fire damage every X turns. His minions spray oil on the party

    (Oil state makes the target take 2x damage from fire and if the target tries to use fire abilities they fail and blow up the target with fire damage instead. Anytime the user takes fire damage then the oil state is removed.)

    When a minion is killed they drop an item that inflicts oil on its target. (target the boss and he will hurt himself with fire instead of the party)



    ------------------------------------------------------------------

    Was hoping to bounce ideas around with the community on this concept of item use.

    Suggestions on the type of random items that could be dropped?

    ·      Standard potions / MP restore / Revive items

    ·      Double attack for 1 turn

    ·      0 MP cost for next spell

    ·      2 actions for 1 turn

    ·      Death to non-boss enemy

    ·      Throw enemy weapon (see example above)

    ·      100% critical rate for 1 turn

    ·      Invincible till next turn

    ·      ????

    Considering they can only be gained after an enemy is defeated and can only be used till the end of the battle I feel like the power level of each item can go pretty high since they are at the will of the random number generator.
     
  7. NPC

    NPC Auteurist in this world Veteran

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    I've two mechanics I want to try in my game:


    Dynamic Savepoints: nothing new really, just a computer/game controlled save system. While this doesn't allow for much player controlled freedom in saving the game, it makes decisions more final, and hopefully adds a sense of urgency and connection for the player when something happens in the story. Game saves after most decisions, before closing, before and after cutscenes, and anytime where there's a lull in the action. Possibly if there is a harder mode, I would make the game save after purchasing or selling items, or losing to an enemy...(saving would have to happen in the background to not interfere with the gameplay). My major concern is with any lag that make occur...any comments are appreciated.


    Second: Boss/enemy education


    Say you're having a tough time against a boss but you manage to barely defeat it, enemies may be more prone to attacking you, but would be weaker, and the next boss may not take you as seriously...or if you defeat a boss with barely a scratch, suddenly you're a huge threat, and may scare most of the weaker monsters, but enrage tough ones and next bosses. Even then, enraged enemies might do more damage, be more reckless, yet not fall for your tricks used to defeat other enemies n ways. I've created some hypothetical algorithms, so I'll worry about how it would work. Would this addition make the game any more engaging, do you think?
     
  8. TheGreatEater

    TheGreatEater Coding is my dump stat. Veteran

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    In the Chained Destinies series of AU's [what Path of Blood, and Chains of Fate are going to be using]. In the original game creation there were 3 main classes with their own subclasses. I'm wondering about changing the name to something more relatable [at the cost of the things that made them original and creative], or keep the names, but have in the game [in a place easy for new players to go to, to read up on the game if they so wish] a description of what each class is and what they do. 

    Possibly even have a short little game manual with game controls and race / class info. 

    ______________________

    So thoughts / opinions? 

    [Oh the Main Classes were:

    Shishen-Jo [spiritual Artists, which were most closest resembling Cleric-Monk-Psions with Soul Summons.]

    Ichizoku-Shi [First Generation Death Clan [literal translation ... or close enough], basically Ninja-Sorcerers with magical familiars that gave them awesome powers.]

    and

    Meijin [Knights, these were the Paladin Class.] 

    Personally (and I'm super biased) they are unique and pretty cool. But since two of the 3 have no simple direct comparison to normal rpgs. It kinda takes away from the flavor of the world setting, but might be more ... connecting to users.  
     
  9. Kes

    Kes Global Moderators Global Mod

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    A name is a name.  If it is only the name which made the class original and creative, then I think the problem isn't the name, but the features of the class.

    Having said that, I wouldn't keep the names for the following reasons:

    1. If there is nothing else in the game which is Japanese related (I'm assuming that they are Japanese names) then they can easily appear to be contrived and a bit precious.
    2. I've never played the names you mention.  These names mean nothing to me, and even if you tell me what they mean they are still going to be no more evocative than calling them Yorkshire Pudding, Rhubarb and Ketchup.
    3. Sadly a huge number of players do not go and read something that they don't have to.
    4. Why hitch your star to other games? Why not make this game totally your own, with your own names? 
    5. Just as you might attract some players to your game because they liked the games you mention, you could also deter others who didn't like them.
     
  10. TheGreatEater

    TheGreatEater Coding is my dump stat. Veteran

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    1) Oh, the games never been published, it's just I like the game system I made. And there were other japanese names there as well [the Asuran race, derived from Asura. Oni's, Tenshi, Lots of names derived from Japanese / portmanteau'd [what is the plural of portmanteau?]. Then there were tons of words, names, major families NPC's that are impacting on the world that were either like the above [like the two major crime families the Tsuyaga's and Ureiha's], and as well as made up words that simply sounded cool when creating a monster / creature. And is one of the technically "Three" naming languages in the game [since I'm one of those people that everyone only speaks on language is kinda ridiculous. Even if they are multi-lingual]. 

    So it's not only the names that made them unique. It's really everything about them. Well technically with the ninja-sorcerer class there are of course drawing of elements between Sorcerer, Assassins, Thieves, and Spies. And Paladins were simply named to fit the names. 

    [Also I have Acupuncture / Pressure based attacks, Senbon Needles, Shirukens, Katanas, and other oriental weaponry. As well as for Shishen-Jo, Daibatsu (well tiny ones that depict Ascended Masters that Shishen-Jo use in their spiritual practices) So technically it's not a "Giant Buddha", but there aren't any names I can find for smaller ones] .

    2) Those games are ones I either am making. Chains of Fate. Or have made [the PnD game is Path of Blood. Originally Yurikata No Chi [it was the title for the game that came to me, like the first two classes in a dream. Set up in an epic, movie type cinematic like set up. Looked up the names. Turns out they were actual names, or close enough.] I'm putting both games which are derivatives of each other intp a combined multiverse called the "Chained Destinies" series. And I plan to do a lot of work in that AU. Both commercial and free.

    4) My only thing is I read in a thing in http://www.obsidianbookshelf.com/html/fantasyfictionmistakes.html under language. 

    While I think on structure, and try to make everything sound good. As well as create custom languages in there, and I do think of syntax, and structure. I'm not trained in Phiology (Which I didn't even know about till now XD.).

    So while using such watered down cliche names as Monks, Mage, Psion, etc. Aren't exactly fitting, I can always play it off as an Our X Are Different Trope. While I'd rather not. It's ultimately what's more enjoyable to players. If it doesn't matter [as long as it's thematically appropriate. And since PoB uses Itsutsumaru-Ninjutsu's pantheon [what my brother follows], it works. 

    _____________

    So yeah all the games mentioned are my own. And alot of the things in there are things that are new [or at least new when I made them. Don't know how much about it now?]. 

    So it's that novelty that's my concern. 
     
  11. OddandOdd

    OddandOdd Warper Member

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    Hello everyone.

    At this point it's still early game and I'm mostly working on maps, cut scenes, events, and the story parts of the game basically. I haven't done much in the way of the battle system but I have an idea and I'd like to see if its feasible/a good idea before I wind up drawing to many art assets I can't use. (I've done that far too often in many other projects unfortunately...)

    For starters this game is seriously light in tone. I don't intended it to be super hard, I more want it to be a fun little adventure were the battle systems neat but isn't like the selling point 'you gotta play it cause of THIS' sorta deal I guess.

    I'd like it to be were it's like a typical turn base RPG but where you and your enemies can walk around the battle field. Depending on weapons and the like you get more range to fight from, certain still and such have AoEs, and basically it's kinda like a simpler sort of free roamyer tactical game (I was thinking a way to program it would be to modify an existing one) or a turn based kingdom hearts if that description helps a bit.

    This wouldn't be just for this project, I love games with this sort of battle system and would hope to add it to many more but they're rare and people don't tend to talk serious mechanics with them (or if they do there's a bigger elephant in the room taking up all the attention). I'm not sure about other RPG maker games with this sort battle system (terrible googler/search bar user) but if you can point me in their direction I would be forever grateful.

    TLDR:

    Is a movementyer RPG battle system good/feasible?

    Is there any noticeable problems?

    How hard would it be to make this sort of system?

    Any insight/options/complaints/recommendations/words of warning would be fantastic!

    For a clearer picture,

    Games with this sort of battle system:

    Game Art's Lunar series (minus Dragon Song)

    Quest: Brain's Journey

    Quest 64

    (Terribly sorry for lack of links or pictures I'm still learning this whole 'forum' thing...)
     
  12. Ryptide

    Ryptide Veteran Veteran

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    ok why was my thread locked rather than moved when I wanted to talk about game mechanics?
     
  13. Kes

    Kes Global Moderators Global Mod

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    It was locked for the reason given.  It could not be moved because it would need to be merged with an existing thread, and if you had wanted to choose the option of starting a a project thread, then there would not yet have been a thread to merge it into.  If you want it merged into this thread, then I could do so.

    But this is not the place to complain about mod actions.  If you want to discuss something, then pm the mod concerned.
     
  14. Ryptide

    Ryptide Veteran Veteran

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    Erm... hello...

    Im working on a project and had an idea for a major game mechanic feature, how ever when I tried to make it work it just does

    not seem to do it right.

    Um working on a dynamic map with a twist, I want to make my world map modular. so heres my Idea...

    first the set up, I wanted my map to create a single central point and generate a map 21 by 21, I love uneven maps cause of the ease of centering it provides me with. but in reality I want to make it in a hitbox of(21x21) I want the game to have an extra row all around for placing a gate module.

    Once I place the gate module it creates another hitbox to place a map in and the world map expands itself a bit to accommodate this.

    Now back to the central part, with this part it can expand but neither move nor be moved. when it expand it shift all the other gates a certain amount, whatever in the gate's space gets moved if there is a non home area well that get moved accordingly. The overall map increases as well.

    So when things expand only things that aren't propped against the island go in four directions those that are popped against the island expand in 3 directions.

    so I wonder is this feature possible in rmxp? without scripting?
     
  15. Kes

    Kes Global Moderators Global Mod

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    I'm not sure that it will be possible.  I wonder if you could expand it bit on your explanation, because you've used a couple of slightly unusual terms and it's always better to ask for clarification so that everyone is talking about the same thing.

    What exactly do you mean by a "hit box"?  It's also not quite clear what you mean by a "gate module".  What you seem to be saying, but perhaps I have misunderstood, is that you want a static central hub, and other hubs around it which can be moved outwards as the central hub grows in size.

    Would this growth be taking place in-game, or is this to help you map in the editor in a particular way?
     
  16. Ryptide

    Ryptide Veteran Veteran

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    a hitbox is a space used for collisions. im basically trying to build a dynamic world map where I use a gate to separate and protect the areas within the gate's hitbox.

    erm I have a png diagram but it won't let me upload a diagram. its my main feature in the game. im making. and this feature of adding module would be ingame with my crafting system.

    in basics I want to give the player the power to shape his world, a lot of features in my game revolve around choice and customizations.

    There are a few rules for the player to observer like how you can't place 2 routes or 2 areas in a row, or you can't push the home island chunk.

    Map engine.png
     
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  17. Kes

    Kes Global Moderators Global Mod

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    I think that's a lot clearer now, the diagram helps.  tbh, I don't know enough about XP to know if that's possible,  I would have thought that it would definitely need scripts, as that couldn't be done with the default set up.
     
    Last edited by a moderator: Jun 27, 2015
  18. Ryptide

    Ryptide Veteran Veteran

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    ok im bad at scripting, but I guess that means I have to work with a team then if I need a lot of scripting..
     
  19. Kes

    Kes Global Moderators Global Mod

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    A lot of scripts already exist, including for XP (literally 100's of them) so what you want might already be out there, or there might be something which could be adapted.  However, if this can be done (and I'm very unsure about that) you are right that it will need heavy scripting, and most scripters these days are working in the version of Ruby used by Ace.  There are far fewer working in the version used by XP.

    There is a forum for script requests for each of the engines.  For XP it is here.  I happened to notice a post a few weeks back where someone posted a link to a compilation of XP scripts (a bit like the Master Script list we have for Ace).  I don't remember who it was, or in which thread, or even which forum, as I don't use XP, so it didn't interest me.  But what you could do is post a request in the forum I've linked you to asking if anyone knows where there is the XP equivalent of the Master Script list.  With luck someone will come up with it again.
     
  20. Ryptide

    Ryptide Veteran Veteran

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    Well rgss isn't easy for someone like me to learn, I am already struggling with C++ and C#.
     
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