- Joined
- Jan 1, 2016
- Messages
- 29
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- English
Hi guys
This is my first post here so sorry if it's in the wrong section.
So I just finished Undertale and it...filled me with determination.
I was wondering if anyone had any good ideas for recreating a dialogue/action-based combat system.
Undertale's top-down shooter/attack timing features made the combat feel challenging despite the fact that you were either doing a basic attack or choosing the right dialogue option in every battle.
Clearly, RPG Maker cannot replicate this, but what are some ways in which this program is capable of adding pressure/fun to a decision-making combat system?
The only thing I could think of was to make enemies invincible until the right decision or order of decisions is made, after which the battle would end, and have the player either gradually lose health or auto-lose after x amount of turns. Needless to say, it's a pretty lackluster system right now.
Another idea I had was to have a Paper-Mario like reflex system where if the player taps a button just as an attack hits, they can decrease/mitigate damage, though I'm not sure how possible this is to implement.
Any advice or ideas are welcomed, including any that would involve (realistic) plug-ins or scripting.
So I just finished Undertale and it...filled me with determination.
I was wondering if anyone had any good ideas for recreating a dialogue/action-based combat system.
Undertale's top-down shooter/attack timing features made the combat feel challenging despite the fact that you were either doing a basic attack or choosing the right dialogue option in every battle.
Clearly, RPG Maker cannot replicate this, but what are some ways in which this program is capable of adding pressure/fun to a decision-making combat system?
The only thing I could think of was to make enemies invincible until the right decision or order of decisions is made, after which the battle would end, and have the player either gradually lose health or auto-lose after x amount of turns. Needless to say, it's a pretty lackluster system right now.
Another idea I had was to have a Paper-Mario like reflex system where if the player taps a button just as an attack hits, they can decrease/mitigate damage, though I'm not sure how possible this is to implement.
Any advice or ideas are welcomed, including any that would involve (realistic) plug-ins or scripting.


