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(Copy and pasted from Features Feedback thread because it's dead I guess...)
Hello peoples. i'm just curious on what others would say about my pseudo-ATB system that I have implemented into my current project. I find it pretty cool myself and i'm confident with it.
In my system, one actor/enemy performs their turn at a time. Depending on battler Speed the orders are different. The way it works is that upon Actor-Command appearing, a 10 second timer pops up on the screen. This timer goes away either when time is up, or when a command is entered. (after targeting an enemy, thus completing your turn) If the command is inputted before 5 seconds, you get to keep a cumulative combo bonus that increases your damage. Between 5 through 10 seconds you lose the combo bonus that you have going on. If the timer expires for the full 10 seconds, you get a speed debuff that lingers onto their next turn.
The concept is to make the player think fast to take their turn, and players just spamming Attack or something random without thinking (to maintain the combo) will be punished by my tough enemies. To swiftly defeat enemies/bosses, the combo bonus will be more necessary as you progress through the game. Enemies will have special (and dangerous) skills where the player must carefully disable them in time using certain skills or certain conditions.
Here's a visual sample from my work so far: (Skip to 2:00)
http://www.youtube.com/watch?v=yses8z-0ecI
(Note: I fixed the timer so that it pauses/resumes during evented texts)
Questions/Comments/Opinions are welcome.
Hello peoples. i'm just curious on what others would say about my pseudo-ATB system that I have implemented into my current project. I find it pretty cool myself and i'm confident with it.
In my system, one actor/enemy performs their turn at a time. Depending on battler Speed the orders are different. The way it works is that upon Actor-Command appearing, a 10 second timer pops up on the screen. This timer goes away either when time is up, or when a command is entered. (after targeting an enemy, thus completing your turn) If the command is inputted before 5 seconds, you get to keep a cumulative combo bonus that increases your damage. Between 5 through 10 seconds you lose the combo bonus that you have going on. If the timer expires for the full 10 seconds, you get a speed debuff that lingers onto their next turn.
The concept is to make the player think fast to take their turn, and players just spamming Attack or something random without thinking (to maintain the combo) will be punished by my tough enemies. To swiftly defeat enemies/bosses, the combo bonus will be more necessary as you progress through the game. Enemies will have special (and dangerous) skills where the player must carefully disable them in time using certain skills or certain conditions.
Here's a visual sample from my work so far: (Skip to 2:00)
http://www.youtube.com/watch?v=yses8z-0ecI
(Note: I fixed the timer so that it pauses/resumes during evented texts)
Questions/Comments/Opinions are welcome.
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