Battle System
Moderators: Gizmog, Blue Train
Battle System
Okay. I finished watching Full Metal Alchemist, and given up playing Starcraft (we'll see how long that lasts, though).
Let's get productive.
As always, I'm posting a bunch of info to get the ball rolling. If you have ideas, or think my ideas are lame, feel free to chip in.
Using a weapon or armor out of combat calls a text box with a description of it. I'll post such things in another thread dedicated to weapons and armor.
Malcolm should also start with "Guns and You: A Primer" to explain all this.
I kind of want an "ammo" mechanic, but I can't think of a good one. Maybe use Ctr as "Ammo", and give a "Reload" skill to refill? I dunno. Ideas?
I also want to use else chains to have attacks sometimes "Limit Break" when you're below 50% health.
Guns
Guns come in classes. Anyone who uses guns can use any type of gun.
Malcolm's special ability is Gunplay. It uses else chains to use a special move depending on what type of gun he has equipped. Some guns will have unique abilities.
Revolvers are the basic weapon. Malcolm starts with one. Revolvers are fast, light weapons. They have a higher critical hit rate (and a higher limit break rate, if we do that). Malcolm can attack twice in a row with revolvers using gunplay.
Shotguns are slow and clunky, but they hit all enemies on the screen, but not for a lot of damage. They don't have critical hits. They're good for dealing with groups of enemies. With gunplay, Shotguns can stun.
Rifles are single-target weapons. They're slow, even slower than shotguns, but do a ton of damage. With gunplay, Malcom can "aim", basically charging a shot.
To be continued...
Let's get productive.
As always, I'm posting a bunch of info to get the ball rolling. If you have ideas, or think my ideas are lame, feel free to chip in.
Using a weapon or armor out of combat calls a text box with a description of it. I'll post such things in another thread dedicated to weapons and armor.
Malcolm should also start with "Guns and You: A Primer" to explain all this.
I kind of want an "ammo" mechanic, but I can't think of a good one. Maybe use Ctr as "Ammo", and give a "Reload" skill to refill? I dunno. Ideas?
I also want to use else chains to have attacks sometimes "Limit Break" when you're below 50% health.
Guns
Guns come in classes. Anyone who uses guns can use any type of gun.
Malcolm's special ability is Gunplay. It uses else chains to use a special move depending on what type of gun he has equipped. Some guns will have unique abilities.
Revolvers are the basic weapon. Malcolm starts with one. Revolvers are fast, light weapons. They have a higher critical hit rate (and a higher limit break rate, if we do that). Malcolm can attack twice in a row with revolvers using gunplay.
Shotguns are slow and clunky, but they hit all enemies on the screen, but not for a lot of damage. They don't have critical hits. They're good for dealing with groups of enemies. With gunplay, Shotguns can stun.
Rifles are single-target weapons. They're slow, even slower than shotguns, but do a ton of damage. With gunplay, Malcom can "aim", basically charging a shot.
To be continued...
Last edited by Momoka on Mon Jul 26, 2010 9:02 am, edited 1 time in total.
Re: Battle System
Sorry, I know I'm not part of the collab group, but I have to pitch in my two cents here.
There are a couple of ways of going about this. The easiest of them is to use MP as ammo, usually replacing the default command with Reload. This exposes the remaining ammo to the player and makes him more aware of what's going on.
The other way to do it is to make reloading automatic. I hate having to waste a turn manually selecting the "Reload" command, and I hate wasting a turn trying to fire an empty gun even more. You can either chain the hero's attack to a reload action when the clip is empty or you can make the attack instead-chain to reload if the player tries to attack on an empty clip. I personally favor the first method, because of course the player wants to reload, so you should make it as easy as possible. FPSes have automated this since the beginning of the genre; there's no excuse for leaving it out of your RPG.
I know that pretty much every OHR game has done it this way, but from a user standpoint, I have to say that I hate having to remember how much ammo I have left for each character. You can make the ammo system interesting without making it painful for the player, so you should.Momoka wrote:I kind of want an "ammo" mechanic, but I can't think of a good one. Maybe use Ctr as "Ammo", and give a "Reload" skill to refill? I dunno. Ideas?
There are a couple of ways of going about this. The easiest of them is to use MP as ammo, usually replacing the default command with Reload. This exposes the remaining ammo to the player and makes him more aware of what's going on.
The other way to do it is to make reloading automatic. I hate having to waste a turn manually selecting the "Reload" command, and I hate wasting a turn trying to fire an empty gun even more. You can either chain the hero's attack to a reload action when the clip is empty or you can make the attack instead-chain to reload if the player tries to attack on an empty clip. I personally favor the first method, because of course the player wants to reload, so you should make it as easy as possible. FPSes have automated this since the beginning of the genre; there's no excuse for leaving it out of your RPG.
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Re: Battle System
ITS NEVER TOO LATE TO JOIN!Mogri wrote:Sorry, I know I'm not part of the collab group, but I have to pitch in my two cents here.
Seriously, we only have, what, 4 people now?
I think we should probably use MP as ammo aswell. I really cant think of a reason why we would need magic in this game. Maybe rig it somehow so when your out of ammo and need to reload, the primary attack turns into reload? I'm not sure if thats possable or not.
Also, melee attacks maybe? if malcoms part machine, this could make for a pretty cool scene (him fighting abunch of baddies alone without a gun).
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
That'd be a good way to do the reveal, actually.
I'm slightly "eh" on using Ammo as MP, because then the whole cast needs guns, or at least everyone with "spells".
Another idea is that you literally buy ammo, and attacks use it but I'm not a huge fan of that idea either, especially if we go standard RPG mode.
Mogri, additional thoughts are always good. Even if you just want to step in when we're headed in a silly direction, it's a huge help.
I'm slightly "eh" on using Ammo as MP, because then the whole cast needs guns, or at least everyone with "spells".
Another idea is that you literally buy ammo, and attacks use it but I'm not a huge fan of that idea either, especially if we go standard RPG mode.
Mogri, additional thoughts are always good. Even if you just want to step in when we're headed in a silly direction, it's a huge help.
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- Skullduggery Studios
- Metal Slime
- Posts: 429
- Joined: Fri Dec 18, 2009 7:04 pm
- Location: Berea, KY
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Gah!!! I'm so sorry everyone! I've been really busy with alot of different things lately, but I am trying to push out graphics as often as I can. If you guys want to go ahead and use place holders, go for it. Dont put alot of detail in it though if you wanna use my graphics.
I'll try to post something soon. Please forgive me ):
I'll try to post something soon. Please forgive me ):
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Skullduggery Studios
- Metal Slime
- Posts: 429
- Joined: Fri Dec 18, 2009 7:04 pm
- Location: Berea, KY
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Well, we still need a map maker / someone that peices all of the game togeather.
Feel up for that?
Feel up for that?
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Skullduggery Studios
- Metal Slime
- Posts: 429
- Joined: Fri Dec 18, 2009 7:04 pm
- Location: Berea, KY
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Hmm, we could probably submit the first chapter in the contest, but by the time we finish the game the contest will likely be over.
You can make graphics if you want, I'll be working on graphics too. I'm feeling more inspired on working on this today so hopefully I'll produce some stuff before the end of the week.
You can make graphics if you want, I'll be working on graphics too. I'm feeling more inspired on working on this today so hopefully I'll produce some stuff before the end of the week.
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>