- Joined
- Aug 4, 2012
- Messages
- 673
- Reaction score
- 397
- First Language
- English
- Primarily Uses
- RMMV
I'm currently working on my first major RPGMVXAce project. I started it sometime last year, then picked it back up again about a month ago and have spent several hours each day working on it.
I've got about 40-45 minutes of gameplay, but now I'm looking back and trying to figure out ways to improve upon the beginning of the game as well as the overall entertainment value. I'm using a handful of custom scripts, but as it's a first project, I didn't want to go too complicated (I'll probably try Victor's Animated Battle engine on the next project, but for now I'm using Jet's Sideview Battle System).
One of my early goals was to try and give the player more interesting choices than, "You can get through most battles by just using attack over and over." I ended up reworking the TP system so that you no longer start with a random amount at the beginning of each battle, and you don't gain any TP by being attacked. The standard attack generates 5 TP, then most special abilities also generate TP.
Using Victor's Command Change script, I've given every character a special command that generally then makes use of this TP being built up. For example, your first protagonist is a cleric that has an OK attack - it's not particularly strong. However, he has good defense stats, and is the primary healer for the game. He has basic healing spells - cure one person, cure the party, remove poison, revive. However, he also has a skillset called holy - at the moment, holy contains cleanse, which is a more powerful debuff-removal tool that gets rid of most status effects; searing light, which does moderate holy damage with a "holy fire" DoT effect that lingers for a few turns; and holy barrage, which does less damage than searing light, but hits all foes and has a chance to blind them.
I've found that the most common use for this character is to generally attack for a turn or two to generate some TP, then use a damaging holy ability for random battles, and to spend most boss battles healing and looking for spots to use holy abilities when damage is low or the boss is busy buffing again. TP is also preserved from battle to battle, so sometimes he just attacks and heals and saves up a lot of TP for a boss battle to just unload as much as possible. However, this generally causes random battles to take a little longer.
Now, there are also a couple characters that accompany the cleric at the start that are only with you for a short time - basically the first dungeon. They are both guards, with less HP and stats than the protagonist. However, one has a taunt ability to force all attacks on himself, while the other gets "motivate," which is basically a buff to the party's attack power that costs 5 TP. They also have a shield ability that raises one actor's defense for a few turns, and an impale ability that costs 5 TP, does attack damage and lowers enemy evade to 0%, as well as having a small chance to stun. The first dungeon has a bat enemy with an 80% evade rate, so the most obvious use for impale is to stop the bats' dodging so much, but it can be used against others as a way to spend TP and have a chance to stun enemies for a turn or two.
Typically, the guards will either attack or impale for the handful of random battles you'll use them for, then use motivate, shield, and taunt for the boss battle they're around for.
Does this sound like a generally fun combat system, given the limit of not going overboard on scripts for a first project? The next protagonist is a more damage-oriented fighter with a transform ability that functions sort of like dragoon form in Legend of Dragoon - you fill the TP bar with special abilities and attack, then you can transform at 25 or more TP. Every turn you use a "fury" ability, your TP bar goes down by 15, and if it falls under 15, you revert back.
I'd like the next protagonist to be magic-oriented so I can start including more spellplay and the use of elements and perhaps more interesting status effects.
The enemies are a little lacking in my game, I feel. The first dungeon has oozes, who can attack and have an ability that lowers your agility, but lowered agility feels extremely non-threatening and doesn't seem to have much of an outcome on the battle. The bats, of course, can get extremely annoying (a somewhat tongue-in-cheek reference to the trope, "The dayum Bats") if the player is unable to figure out the impale tactic to lower their dodge, but they otherwise just attack. There are rats, which I've considered giving some sort of disease effect to, but they also just attack.
The first boss is a large spider that "webs" (stuns) one actor for basically the battle. It stuns them for 3 turns, then stuns a new player every 3 turns, so at any given time, one of the three players will probably be immobile. Otherwise it has a basic attack, as well as a poison attack that lowers actor max HP by 10%, defense by 10%, and drains 7% health each turn.
While I enjoy the entertainment of progressively becoming more powerful, I also want people to feel like they have access to a fun variety of abilities right at the start of the game. I feel like I'm making good progress on ensuring people don't just mindlessly spam attack (although they generally can except for boss battles, because I don't really want to threaten game overs in random combat), but somehow the combat just doesn't seem very fun. I'm not really sure if the best solution would be to sit and rethink the combat system altogether (where to even start with that!), or to just think up some livelier abilities for both actors and enemies (I'd like to give the enemies more abilities that require a special response to deal with so as to ask a little more engagement from the player).
To some extent, I'd like to give characters some fun abilities at the beginning of the game, then give them more fun abilities as the game progresses (maybe each dungeon gives them at least one fun new thing to play with). But again, a goal of the design is to make sure the game isn't "only fun once you reach a certain level."
EDIT: I'm also giving some consideration to the random battle system. As it is, I'm using Neonblack's Scale Encounters, which displays a gauge on the screen for each dungeon. Each time you get into a battle, the gauge depletes, and after enough battles have gone by and the gauge is empty, there are no more random battles. This ensures players who get lost or want to explore every nook and cranny aren't frustrated by getting into too many random battles. I think the first dungeon averages about 3-4 random battles and the second one currently averages about 4-5.
I'm wondering if it might be more fun to do away with random battles altogether, but I like having the environment to try out new skills before the next boss battle in a relatively non-threatening way.
I've got about 40-45 minutes of gameplay, but now I'm looking back and trying to figure out ways to improve upon the beginning of the game as well as the overall entertainment value. I'm using a handful of custom scripts, but as it's a first project, I didn't want to go too complicated (I'll probably try Victor's Animated Battle engine on the next project, but for now I'm using Jet's Sideview Battle System).
One of my early goals was to try and give the player more interesting choices than, "You can get through most battles by just using attack over and over." I ended up reworking the TP system so that you no longer start with a random amount at the beginning of each battle, and you don't gain any TP by being attacked. The standard attack generates 5 TP, then most special abilities also generate TP.
Using Victor's Command Change script, I've given every character a special command that generally then makes use of this TP being built up. For example, your first protagonist is a cleric that has an OK attack - it's not particularly strong. However, he has good defense stats, and is the primary healer for the game. He has basic healing spells - cure one person, cure the party, remove poison, revive. However, he also has a skillset called holy - at the moment, holy contains cleanse, which is a more powerful debuff-removal tool that gets rid of most status effects; searing light, which does moderate holy damage with a "holy fire" DoT effect that lingers for a few turns; and holy barrage, which does less damage than searing light, but hits all foes and has a chance to blind them.
I've found that the most common use for this character is to generally attack for a turn or two to generate some TP, then use a damaging holy ability for random battles, and to spend most boss battles healing and looking for spots to use holy abilities when damage is low or the boss is busy buffing again. TP is also preserved from battle to battle, so sometimes he just attacks and heals and saves up a lot of TP for a boss battle to just unload as much as possible. However, this generally causes random battles to take a little longer.
Now, there are also a couple characters that accompany the cleric at the start that are only with you for a short time - basically the first dungeon. They are both guards, with less HP and stats than the protagonist. However, one has a taunt ability to force all attacks on himself, while the other gets "motivate," which is basically a buff to the party's attack power that costs 5 TP. They also have a shield ability that raises one actor's defense for a few turns, and an impale ability that costs 5 TP, does attack damage and lowers enemy evade to 0%, as well as having a small chance to stun. The first dungeon has a bat enemy with an 80% evade rate, so the most obvious use for impale is to stop the bats' dodging so much, but it can be used against others as a way to spend TP and have a chance to stun enemies for a turn or two.
Typically, the guards will either attack or impale for the handful of random battles you'll use them for, then use motivate, shield, and taunt for the boss battle they're around for.
Does this sound like a generally fun combat system, given the limit of not going overboard on scripts for a first project? The next protagonist is a more damage-oriented fighter with a transform ability that functions sort of like dragoon form in Legend of Dragoon - you fill the TP bar with special abilities and attack, then you can transform at 25 or more TP. Every turn you use a "fury" ability, your TP bar goes down by 15, and if it falls under 15, you revert back.
I'd like the next protagonist to be magic-oriented so I can start including more spellplay and the use of elements and perhaps more interesting status effects.
The enemies are a little lacking in my game, I feel. The first dungeon has oozes, who can attack and have an ability that lowers your agility, but lowered agility feels extremely non-threatening and doesn't seem to have much of an outcome on the battle. The bats, of course, can get extremely annoying (a somewhat tongue-in-cheek reference to the trope, "The dayum Bats") if the player is unable to figure out the impale tactic to lower their dodge, but they otherwise just attack. There are rats, which I've considered giving some sort of disease effect to, but they also just attack.
The first boss is a large spider that "webs" (stuns) one actor for basically the battle. It stuns them for 3 turns, then stuns a new player every 3 turns, so at any given time, one of the three players will probably be immobile. Otherwise it has a basic attack, as well as a poison attack that lowers actor max HP by 10%, defense by 10%, and drains 7% health each turn.
While I enjoy the entertainment of progressively becoming more powerful, I also want people to feel like they have access to a fun variety of abilities right at the start of the game. I feel like I'm making good progress on ensuring people don't just mindlessly spam attack (although they generally can except for boss battles, because I don't really want to threaten game overs in random combat), but somehow the combat just doesn't seem very fun. I'm not really sure if the best solution would be to sit and rethink the combat system altogether (where to even start with that!), or to just think up some livelier abilities for both actors and enemies (I'd like to give the enemies more abilities that require a special response to deal with so as to ask a little more engagement from the player).
To some extent, I'd like to give characters some fun abilities at the beginning of the game, then give them more fun abilities as the game progresses (maybe each dungeon gives them at least one fun new thing to play with). But again, a goal of the design is to make sure the game isn't "only fun once you reach a certain level."
EDIT: I'm also giving some consideration to the random battle system. As it is, I'm using Neonblack's Scale Encounters, which displays a gauge on the screen for each dungeon. Each time you get into a battle, the gauge depletes, and after enough battles have gone by and the gauge is empty, there are no more random battles. This ensures players who get lost or want to explore every nook and cranny aren't frustrated by getting into too many random battles. I think the first dungeon averages about 3-4 random battles and the second one currently averages about 4-5.
I'm wondering if it might be more fun to do away with random battles altogether, but I like having the environment to try out new skills before the next boss battle in a relatively non-threatening way.
Last edited by a moderator: