- Joined
- Oct 24, 2012
- Messages
- 834
- Reaction score
- 643
- First Language
- English
- Primarily Uses
Hey guys, so I'm currently designing a new combat system for Spectrum Seeker and was wondering if you could help me out with it. I plan on putting up the request to have the system coded but I need to figure out everything that I want for it first.
A few things about my game that's important for the combat system:
Opposite colors oppose eachother (Yellow<>Purple, Red<>Green, and Orange<>Blue).
Red=Fire, Blue=Water, Green=Wind, Yellow=Lightning, Purple=Void, Orange=Earth.
Most of the enemies in my game are beings known as "Faded" (Enemy in the example below) and they all have cores inside them. They have 3 phases:
There are other regular monsters too. They will still have elements/colors however, just no cores. There are less of these that you'll encounter compared to Faded.
There's also Cultists/Humans that will have cores too, they'll function similar to Faded.
Basically Color and these Cores are main elements of the combat.
(Icons are just placeholder for the design mockup).
My current system has some things that are different but the core mechanics are still mainly the same boring front view based combat with a color gimmick thrown in. There wasn't a whole lot of depth, so while working on the UI design, I started getting different ideas and figure I'd completely change my combat system. The above mockup are my ideas for the "new" system and I'll be referencing parts of it.
---
Ideas for the new system
Action based - not active timed battles, or turn battles, I mean you the player and the enemy will be actively attacking eachother using your skills. There'll be skill cooldowns, cast times, blocking, and more. Why action based? I wanted to implement the a certain defend mechanic (I'll explain below), and it wouldn't work well with turn based due to the player just being able to spam block on all characters to have near 0 risk. With action however they'd have to time their defense. I also just wanted to make an action front view system controlling 3 characters at once while casting spells and abilities, switching stances and defending with colors because I haven't seen anyone do this.
Character Switching - Since the combat is always active, you can switch between each character at any time with the arrow keys. So if one person is casting a spell, or mid attack animation you can switch to another character and have him attack too, or if someone is being attacked switch to defend. You'll have to manage up to 3 characters, all their skills, and defense.
ATK & DEF Stance - You start combat in attack stance (Z), and you can hit (Z) again to perform a regular attack. Hit C and you can switch to defense.
In attack stance you have 6 skill hotkeys.
Skill Hotkeys - Each player will have 6 slots they can assign skills to (QWEASD), one for each color. Each color will have skills representative of that color/element aswell as being character specific. Players will have to be strategic in their selection of skills that they bring into battle. Not all are damage spells, some skills are buffs, debuffs, CC, etc. Remember that Faded cores can only be shattered with the opposing element. Skills also consume PE. So do you pick all attack skills or some buffs for auto attack that lasts multiple turns? There's potentially a lot of depth here.
Defense - In this stance you can't use your attack skills but you pick what color you're defending against (Ex. Hit (S) if they cast a purple skill) to mitigate damage. They're the same rules that apply as if you were attacking the enemy that I described at the top of the post. Successfully defending against a color attack builds PE (Prism Energy).
Same controls as the attack stance (QWEASD). When you pick your color, your character will defend more a short amount of time before the defense animation is over (1-2 seconds). It'll also be put on a small cooldown timer (a few seconds) so you can't just spam defend and will have to time it. Also you can do a normal physical defense by hitting (C) again, this only defends against physical attacks however.
Telegraphs - Enemies will have a telegraph when they're attacking or using a skill so you know who they're going to hit and you can prepare for it (It'll be in a form of an arrow at the bottom of the enemy battler to whatever they're attacking). The timing will vary depending on the difficulty of the enemy. So switch between characters and defend!
I decided on telegraphs right now because my battlers aren't animated..and I don't think I can afford to animate all of them.
No Mana! The new combat doesn't use mana, but instead uses PE for all skills and Ultimates. You gain PE by shattering the enemies core or by successfully defending against the enemies color attack. All players start each round with a certain amount of PE depending on their stats (It'll be a small pool to start the battle). PE doesn't carry over to other battles.
When you reach full PE, you have able to use your ultimate.
I'm also considering using counter attacks as another way to get PE, but not sure yet. Counter attacks would be using an opposing color skill against the enemy when they're casting their ability. So it'll be timing required. If I do add this, I'll probably make it so the enemy's attack gets interrupted too, or atleast a chance too. Interrupt chance could also be a stat for the player?
Separate Ultimate Bar? - I also thought of separating the Ultimate from PE and letting it have it's own Bar off to the side that's global for all characters. So all players can contribute towards building it up and any could use it when it's full.
It would only fill by shattering the enemies core (which is like color going back into the world). Defending and Countering would only contribute to each individual characters PE bar and not the Ult bar in this case. If I go this route I may also let the player gain back PE just by doing damage to the core, since they wouldn't get any from shattering it.
Going this route also lets the player be more free in how he uses his PE... not sure if that's a good or bad thing.
Prism Break - At full PE gauge (or ultimate gauge) the Star HUD will glow and in the center will be a new button (X). Hit (X) and you will be prompted to input a color sequence (QWEASD). Input the right sequence for one of your ultimates and it will activate. ex. D>D>A (blue,blue,red) to use Flaming wave. In the battle menu there is no skill list telling you what your combo is, so you'll have to remember it! Each character will learn several ultimate skills. Two possible ways I'd want to design this.
Unlocking Skills - Tied to the combat system but separate as you can only access it outside of battle. You'll be able to unlock skills using Dust, a separate currency than gold. These are dropped by Faded and they're used to unlock and upgrade abilities. There'll be a menu for skills where it'll show the Spectrum Star and you pick a color that you want to view the skills to. You'll then see a number of skills, some are blank ??? that will be revealed upon hitting a certain level and the required level will be shown next to the icon. Once you hit the level and the skill is revealed, it's still inactive and not yet "learned". To learn the skill you have to use Dust. Skills can also be upgraded further using Dust. In this menu is also where you'd assign what skill goes into what skill color slot.
Other random thoughts
These ideas below are just random extra ideas I had that I'm not too sure if they'd be good to add or not.
Passives - I was thinking of having each character being able to have 1 passive skill that they can equip. Passive would be designed per character and still be unlocked via the above method.
Other Defense Utilities - Instead of just having Defense and picking a color only mitigating damage. I was thinking of maybe letting the player specialize what each color does.
This might just be adding too much at this point though so I'm really not planning on doing it. But it was a potential idea and I'd like your opinion if I should do it this way or not.
No Healing!? - That's crazy talk, go back to your corner evil dev! The plan for healing in the new system is to have healing spells on long cooldowns or cost high amounts of TP so they're not spammed because the player messes up. But I've also considered removing it entirely.
Health Fatigue - I was thinking of having the player regen their health after every battle but having a health fatigue thing too. That if a character dies, they'll have a small portion of their health that won't be restored for the next fight. It'll stack if they keep dying and the only way to regain the missing points is resting at an inn.
Weapon color - Have some weapons deal color/elemental damage. It'll only affect the Basic Attack and not your actual color skills so there's no overlap.
Queue Multiple Skills - Let the player queue up multiple skills at a time on a character. Maybe max 3, so there's less downtime between casting and their characters can always be doing something. You can still Def, hitting defense will cancel all queued skills.
---------------------------------------------------------------------------
So those are my ideas for the new combat system. It's like a mix of modern RPG combat with the old frontview style aesthetics with mechanics related to my main theme of color.
I'd appreciate any and all input, what parts you liked, what you think doesn't work well together, anything new ideas you can think of to add, parts I should get rid of, anything at all!
After the design is finished I'll be able to post it up in classifieds. Would anyone be able to give me a price estimate on how much something like this would cost? I realize the system is rather complicated, it's also going to have animated backview battlers (character sprites), and something like that itself isn't cheap. I was thinking of around for $1,000-$1,500. Would that be a fair price or too much?
This is a very large post but I appreciate you taking your time to read and help me design this!
A few things about my game that's important for the combat system:
Opposite colors oppose eachother (Yellow<>Purple, Red<>Green, and Orange<>Blue).
Red=Fire, Blue=Water, Green=Wind, Yellow=Lightning, Purple=Void, Orange=Earth.
Most of the enemies in my game are beings known as "Faded" (Enemy in the example below) and they all have cores inside them. They have 3 phases:
- Null - Immune to color skills, any color used against it will be absorbed and then transform it into that color type. They can take physical damage.
- Color - Their color/element is representative of their core/s. They can take damage by physical attacks and elemental/color attacks except for their color type. So if you use a purple skill when the Faded is purple, it'll take reduced damage, some will reflect, some absorb, basically bad things, don't do it. You do however want to use the opposing color as it does extra damage and can shatter the faded if enough damage is dealt. Also during this phase, if they expend all their PE they'll go back into the Null phase.
- Shattered - Only with the opposing color will you be able to shatter the core. Shattering the core does several things, from stunning it, making it weaker, aswell as giving you PE. They also lose their color property, can be hit with any skill, and in general you just do more damage.
There are other regular monsters too. They will still have elements/colors however, just no cores. There are less of these that you'll encounter compared to Faded.
There's also Cultists/Humans that will have cores too, they'll function similar to Faded.
Basically Color and these Cores are main elements of the combat.
(Icons are just placeholder for the design mockup).
My current system has some things that are different but the core mechanics are still mainly the same boring front view based combat with a color gimmick thrown in. There wasn't a whole lot of depth, so while working on the UI design, I started getting different ideas and figure I'd completely change my combat system. The above mockup are my ideas for the "new" system and I'll be referencing parts of it.
---
Ideas for the new system
Action based - not active timed battles, or turn battles, I mean you the player and the enemy will be actively attacking eachother using your skills. There'll be skill cooldowns, cast times, blocking, and more. Why action based? I wanted to implement the a certain defend mechanic (I'll explain below), and it wouldn't work well with turn based due to the player just being able to spam block on all characters to have near 0 risk. With action however they'd have to time their defense. I also just wanted to make an action front view system controlling 3 characters at once while casting spells and abilities, switching stances and defending with colors because I haven't seen anyone do this.
Character Switching - Since the combat is always active, you can switch between each character at any time with the arrow keys. So if one person is casting a spell, or mid attack animation you can switch to another character and have him attack too, or if someone is being attacked switch to defend. You'll have to manage up to 3 characters, all their skills, and defense.
ATK & DEF Stance - You start combat in attack stance (Z), and you can hit (Z) again to perform a regular attack. Hit C and you can switch to defense.
In attack stance you have 6 skill hotkeys.
Skill Hotkeys - Each player will have 6 slots they can assign skills to (QWEASD), one for each color. Each color will have skills representative of that color/element aswell as being character specific. Players will have to be strategic in their selection of skills that they bring into battle. Not all are damage spells, some skills are buffs, debuffs, CC, etc. Remember that Faded cores can only be shattered with the opposing element. Skills also consume PE. So do you pick all attack skills or some buffs for auto attack that lasts multiple turns? There's potentially a lot of depth here.
- I'm still considering if I want it to be 6 or 12 skills per character, but I think 12 might be too much and be less strategy when building your skill set. With 6 per char, you'd have 18 total during battle already. Not to mention there's ultimates too which I'll describe below.
Defense - In this stance you can't use your attack skills but you pick what color you're defending against (Ex. Hit (S) if they cast a purple skill) to mitigate damage. They're the same rules that apply as if you were attacking the enemy that I described at the top of the post. Successfully defending against a color attack builds PE (Prism Energy).
Same controls as the attack stance (QWEASD). When you pick your color, your character will defend more a short amount of time before the defense animation is over (1-2 seconds). It'll also be put on a small cooldown timer (a few seconds) so you can't just spam defend and will have to time it. Also you can do a normal physical defense by hitting (C) again, this only defends against physical attacks however.
Telegraphs - Enemies will have a telegraph when they're attacking or using a skill so you know who they're going to hit and you can prepare for it (It'll be in a form of an arrow at the bottom of the enemy battler to whatever they're attacking). The timing will vary depending on the difficulty of the enemy. So switch between characters and defend!
I decided on telegraphs right now because my battlers aren't animated..and I don't think I can afford to animate all of them.
No Mana! The new combat doesn't use mana, but instead uses PE for all skills and Ultimates. You gain PE by shattering the enemies core or by successfully defending against the enemies color attack. All players start each round with a certain amount of PE depending on their stats (It'll be a small pool to start the battle). PE doesn't carry over to other battles.
When you reach full PE, you have able to use your ultimate.
I'm also considering using counter attacks as another way to get PE, but not sure yet. Counter attacks would be using an opposing color skill against the enemy when they're casting their ability. So it'll be timing required. If I do add this, I'll probably make it so the enemy's attack gets interrupted too, or atleast a chance too. Interrupt chance could also be a stat for the player?
Separate Ultimate Bar? - I also thought of separating the Ultimate from PE and letting it have it's own Bar off to the side that's global for all characters. So all players can contribute towards building it up and any could use it when it's full.
It would only fill by shattering the enemies core (which is like color going back into the world). Defending and Countering would only contribute to each individual characters PE bar and not the Ult bar in this case. If I go this route I may also let the player gain back PE just by doing damage to the core, since they wouldn't get any from shattering it.
Going this route also lets the player be more free in how he uses his PE... not sure if that's a good or bad thing.
Prism Break - At full PE gauge (or ultimate gauge) the Star HUD will glow and in the center will be a new button (X). Hit (X) and you will be prompted to input a color sequence (QWEASD). Input the right sequence for one of your ultimates and it will activate. ex. D>D>A (blue,blue,red) to use Flaming wave. In the battle menu there is no skill list telling you what your combo is, so you'll have to remember it! Each character will learn several ultimate skills. Two possible ways I'd want to design this.
- Players have a multitude of ultimates 5+ towards mid game and beyond and can activate any of them as long as they remember the color combination. Sure they'd have to remember a lot but they have a much larger pool of skills. They're also ultimates and they look really cool, Aesthetics enhancer.
- Players have a max of 1-3 ultimate skills they can use in combat. The player will still learn a good number of ultimates they just can't bring more than 1-3 per character into battle. So they'll have to pick which ones are active. They'll still have to use the color combination, but there's less to remember and this way they'd have be strategic in what they bring with them. I don't know which is a good amount max between 1-3. Maybe increase the max amount depending on certain stages in the game? Upgrades?
Unlocking Skills - Tied to the combat system but separate as you can only access it outside of battle. You'll be able to unlock skills using Dust, a separate currency than gold. These are dropped by Faded and they're used to unlock and upgrade abilities. There'll be a menu for skills where it'll show the Spectrum Star and you pick a color that you want to view the skills to. You'll then see a number of skills, some are blank ??? that will be revealed upon hitting a certain level and the required level will be shown next to the icon. Once you hit the level and the skill is revealed, it's still inactive and not yet "learned". To learn the skill you have to use Dust. Skills can also be upgraded further using Dust. In this menu is also where you'd assign what skill goes into what skill color slot.
Other random thoughts
These ideas below are just random extra ideas I had that I'm not too sure if they'd be good to add or not.
Passives - I was thinking of having each character being able to have 1 passive skill that they can equip. Passive would be designed per character and still be unlocked via the above method.
Other Defense Utilities - Instead of just having Defense and picking a color only mitigating damage. I was thinking of maybe letting the player specialize what each color does.
- Reflect - If used successfully it will reflect the enemy's skill to a target of your choice. You do not gain PE and you take no damage. So you could reflect the enemy's attack to another Faded enemy of a different color. If you reflect it back though it won't do anything as mentioned before as they're the same color.
- Absorb - Same as original idea, character gains PE and mitigates damage.
- Counter - Instead of counter being tied to attack, I could tie it to defense. Player will take less damage or none? They'll also attack using a regular attack with the opposing color tied to it.
This might just be adding too much at this point though so I'm really not planning on doing it. But it was a potential idea and I'd like your opinion if I should do it this way or not.
No Healing!? - That's crazy talk, go back to your corner evil dev! The plan for healing in the new system is to have healing spells on long cooldowns or cost high amounts of TP so they're not spammed because the player messes up. But I've also considered removing it entirely.
Health Fatigue - I was thinking of having the player regen their health after every battle but having a health fatigue thing too. That if a character dies, they'll have a small portion of their health that won't be restored for the next fight. It'll stack if they keep dying and the only way to regain the missing points is resting at an inn.
Weapon color - Have some weapons deal color/elemental damage. It'll only affect the Basic Attack and not your actual color skills so there's no overlap.
Queue Multiple Skills - Let the player queue up multiple skills at a time on a character. Maybe max 3, so there's less downtime between casting and their characters can always be doing something. You can still Def, hitting defense will cancel all queued skills.
---------------------------------------------------------------------------
So those are my ideas for the new combat system. It's like a mix of modern RPG combat with the old frontview style aesthetics with mechanics related to my main theme of color.
I'd appreciate any and all input, what parts you liked, what you think doesn't work well together, anything new ideas you can think of to add, parts I should get rid of, anything at all!
After the design is finished I'll be able to post it up in classifieds. Would anyone be able to give me a price estimate on how much something like this would cost? I realize the system is rather complicated, it's also going to have animated backview battlers (character sprites), and something like that itself isn't cheap. I was thinking of around for $1,000-$1,500. Would that be a fair price or too much?
This is a very large post but I appreciate you taking your time to read and help me design this!
Last edited by a moderator:

