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Hello again, gang,

     This is an open call to any talented coders who might want to take a whack at my idea of a fun and perhaps an as of yet unrepresented battle system. This system would look something like a cross between Deep Dungeons of Doom and Child of Light. So what does it need to do?

Free Combat AKA No Turn Order: Enemies and the Player party alike are limited by recovery timers, not turn orders or even the typical ATB 'Bar'. 

No Pauses in the action: Tying into the above, there should be absolutely no pauses in the action. The use of the classical command windows will likely be optional but even if a player is browsing these for a skill, item or otherwise, enemies are still making actions.

Hotkey Gameplay: This system would ideally lend itself to being played without the typical menus being navigated. Instead, the player would customize a loadout of skills which would be mapped to conveniently placed keys or buttons if using a gamepad. With the goal of the system to be a very real-time experience, the rhythm of combat would have a high skill ceiling but an actiony feel that would be a lot of fun. 

A more reaction based experience: Players will be in constant management of their main character and the other 3 members of their core party. With enemies attacking whenever they are able such features as Active Dodges, blocks and other reactionary combat features would be a must. 

Recovery Time VS Delivery Time: The concept of Recovery time can be applied to two uses in-game. One is known as 'balance' and the other 'equilibrium'. Generally speaking, balance dictates physical speed or the amount of time it takes before you can fire off another physical attack. Likewise, equilibrium governs mental, spiritual or most likely spell related abilities. Each of these types of Recovery time is independent of each other, meaning that a character might for instance, strike out with a kick while pushing at the enemy with a quick mental thrust. 

     Recovery times would vary based on attributes like Dexterity (AGI) or Intelligence. As well as other factors depending on the final design. 

          Delivery Time: This would be the amount of time a skill takes to actually execute. If a soldier can slash out with his sword once every 2 seconds but it also takes a second of ramp-up time and about half a second to hit, his Delivery Time was about 1.5 seconds and the total attack time was 3.5! This should present plenty of opportunities for the strategy in the battle system to shine through, as certain enemies or allies may present higher risk, reward or otherwise. 

Additional Possibilities:  Other possibilities in this system include, of course, states, most of which would somehow stun (stopping recovery time momentarily) or otherwise alter this free-turn order. They might increase delivery time (perhaps if a character was chilled). Optimal windows of opportunity might be implemented so that certain enemies must be hit within a timeframe of their own windups in order to inflict any damage at all, extra damage or possibly to enact % chances for disarming or other effects. 

In short, I can see a lot of potential.

The bottom line is this. I will take any and all offers of help whether simply by advice, skype chats or Piecemeal work which I will be more than happy to provide negotiated compensation for. One day in the hopefully not too distant future, this system may be included in a commercial game. In the case that this ideal is realized, any contributors will be remembered on payday :)

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