Charas-Project
Off-Topic => Archive => Old Game Discussion => Topic started by: AsakuraHao2004 on April 18, 2005, 03:16:09 AM
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I need some opinons on how my CBS turned out. For the most part, it's pretty custom. The way you attack monsters isnt my original idea, but everything else it.
Some notes, please excuse the lack of good graphics (oh yeah, you need the RM2K3 RTP to play :p ) and the lack of music and even sense. This is just a short beta. Also, please note that in the final, your HP won't restore each time.
Features:
-Number of Monsters you fight randomizes each battle
-Monster sprites themselves randomizes each battle
-Continue if you have potion (item will most definatly change in final)
-Hero HP display
One final note: Right now, everything's "Exact". The monsters do a set amount of damage, and the hero does a set amount of damage. This will change in the final. Walk around the map for a little bit and you should eventually get into a battle.
Download: http://www.sitesled.com/members/macangy/Battle%20Test.zip (http://www.sitesled.com/members/macangy/Battle%20Test.zip)
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it has potential.....you should have the main character actually slash tho....and then is he ONLY gunna attack or is he gunna do magic and stuff to....and will you have a defending system thing to?
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well, of course I'm taking these things into consideration. The slash thing is just temperary until I make some of my own animations. A defending system might be pushing it. I'll have to see what I can do...
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well its comin out real good!
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Yeah its good ;)
it has some SERIOUS potential as insane said,
be sure to post the game that your gonna use that system in
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If I do have a magic system, it will be done by pressing a number button, and will effect all monsters. Does that sound ok, because that's about as easy as it gets for what I wanna do.
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it reminds me of Star Ocean III. it is very good.
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I don't have rm2k3 on my compy right now, so I can't test it out. Sounds cool though :D. For an easy way to make a defence system, just multiply the hero's defence by two (or if your using a variable to represent the users defence, do it with that instead), change the hero's animation to a defending animation, and when its the hero's turn again, devide the hero's defence by 2 to set it back to normal. You can push a button like your skills to do this. This method will only work if you use algorithms for your stats though.
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I don't know about a defense system, but I might be able to get one in if I make it a skill done by pressing a number button. In fact, you might just raise a shield that protects you for 1 or so hits.
Stuck on a small problem when I went to add the leveling system to the CBS. I'll have to redo the entire leveling system tomarrow, then I'll try to release a beta version with the entire leveling system included.
My leveling system isn't really that detailed. Basically, there are 20 levels (because I hate scripting, and any more than 20 would take forever). You level up after defeating every 5 or so monsters (must defeat 100 monsters before reaching level 20). For every level you gain, you can do a range of three HP attack higher than last level. For example:
Lv 10: Do anywhere from 31 to 33 damage
Lv 11: Do anywhere from 34 to 37 damage
Also, the monsters do anywhere from 5-15 HP damage if you're under level 9, and anywhere from 30-35 HP damage if you're level 10 or higher. So basically, the monsters do the same damage at level 20 as they did at level 10, so they only get weaker because you can do more damage.
That's what I'm working on now.
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To be honest, I don't like how that sounds. You need to learn how to use algorithms to determan stats like that. In my cbs, I have a total of about 6 short algorithms that determain the values of everything for any possible level (attack damage, recieved damage, damage desplayed, hp desplayed, random damage, ect.). Algorithms take preset values for the hero stats dirrectly from the hero stats, so any changes you want to make to the heros stats can be done easily, and the battle system will adjust by itself. The monster stats can be determained simular to the dbs, where you input values for the monster's attack, defence, ect. This is usually in an event on the field, so you can make monsters that have high magic attacks and low defence, you could make a boss character that takes a ton away when attacking, or you can basically set your each monster up however you want.
The way it sounds right now is that everything is preset, and that usually doesn't lead to much variation in the battles.
Its never too late to switch to algorithms, its just a matter of if you want to or not. In the long run though, they will be worth putting the effort in to make. You can find some good tutorials on how to make them at blade2k.net if your interested.
Anyway, I can't wait to play your demo :D
Anyway, I can't wait
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Wow, that sounds much easier and much more effective. I'll check it out, thanks.
Edit: What has been stated previously about the magic and defence system stands. Press 1-9 to attack with magic, press 0 to raise shield. (Still an unknown amount of hits, most likely random)
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You should do a Quest 64 magic system with the numbers, how they branch off and stuff
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You know what? Creating the leveling system is slowing down production too much. I am not gonna worry about a leveling system. I think the monsters are the right difficulty at any time during the game. Bosses, however, will be in DBS mode.
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it reminds me of Star Ocean III. it is very good.
Your kidding right? It's nothing like it.
It's primarily just a collision battle system, one touches you this happens... and they are all mainly set on move towards player.
Very simplistic. The DBS is actually by far better than that.
Ugh... attacking is such a drugery and everything is too blocky... oi...
How DARE you say it's similar to SO3? You defile a good game series with basphemy!
But anyways, it needs alot of work, but I would like to point out it isn't a good CBS. It's mainly just an old "chase the hero" thing. No real pattern or "intelligence". There should be a prep pause before the fight begins like in the real Star Ocean. The monsters should have a more complex pattern, some that can shoot things like in Zelda. And a few things I need to point out hm... it's on the tip of my tongue...
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Hmm... having the enemies shoot at the hero... interesting..
Well, I am working on bosses that have somewhat more of a brain than the primitive monsters who seems to think like "It move, run into it", by using switches to vary their movement patterns depending one how many hits they take. Theres a ton of examples, like you hit a monster three times and he (apparently, in rage) jump up and does an almost impossible to block attack.
But damn, now I really wanna make them shoot at the hero. Brainless zomies with guns!
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i said it resembles SO3 because its in realtime but still transfers ytou to a seperate map. _sweat_
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I attempted to make a similar style CBS, i have it stored somewhere. But anyway, for the bosses, I used a random number through 1-(however many number of different attacks the boss does) each number is a different attack, so like, the normal attack would be 1 and 2, a magic attack which hits you from anywhere on the screen would be 3, and a healing would be 4. Just an idea.
Also, using algorithm isn't all too complicate4d and can make a CBS more complicated and less predictable.
For the levels, you can still use the regular level system, you jsut have to do some adjusting.