Charas-Project
Off-Topic => Archive => Old Game Discussion => Topic started by: X_marks_the_ed on May 30, 2007, 03:17:13 PM
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I've begun construction on my own battle system for NFT. It currently uses turn-by-turn, but I'm hoping to make an automatic version of it when I finish.

Top-left:
They look the same because Onionhead is just the test dummy for both hero and monster. On top is the hero's health bar (working). The blue bar below it is the hero's MP bar (yet to be implemented). The second one is the enemy's health bar.
These will tile across the top, but to make it take up less space, I'm hoping to shorten the health bars, or make the bars vertical instead of horizontal. Then the names would also be vertical. However many people can't read vertically, so this might be a problem.
Top-right:
A feature for NFT. This is the experience bank (not yet implemented). As you attack, dots appear on it. Green ones give you experience, black ones take away experience, red ones can be reverse engineered by a scientist in the game to turn it into a new ancient magick.
Green experience: Given whenever you deal damage to the opponent. If it is a normal hit, you get 5. If it is a critical hit, then you get 10. If the opponent is weak to the attack, then you get 20, with 5 black (green first, then black. You'll find out why order matters).
Black experience: Given whenever you recieve damage from the opponent. It uses the same scale as the green experience, except if the opponent hits you with your weakness, then you get 20 black.
Red experience: Very, very rare to even get just one as ancient magicks are supremely powerful (Apocolyptica, for example deals 100 damage to all enemies regardless of resistance. All shields the enemies have are broken). These are random and can be given in place of green and/or black experience.
Emptying the bank: When the bank fills up, the experience in front gets dumped and there is no way to retrieve the experience back, so if you have a good green line, it is suggested that you finish the fight quickly to keep it.
At the end of the fight, regardless of whether or not you win, the experience is added together and then you may choose to take the experience or store it away for further use (such as in case you win a line of black experience) inside necrite, the stone of pure mage cells. Necrite can also be sold for high profit to merchants.
Bottom-left:
The main menu, similar to the DBS, allows you to choose your move. However, not the entire menu takes place here. In this example, you can see the spell select (working) to the right of the menu. Pressing left and right will scroll through the list of spells and if the option is available, pressing up (not yet implemented) will change the style (thunder, fire, water, gust, ice, mind, technologic, and sun) of the spell.
Bottom-right:
Displays your collection of spells if the character you are focused on is a mage. Basically, has no other purpose than that. (Not yet implemented.)
Make any suggestions/comments you think are appropriate, such as changing the color scheme (not too fond of it myself), moving things, etc.
However, please note:
-The map is just there to test the system, it is not an actual map of NFT.
-Onionhead is just a test dummy.
-I am planning on allowing more heroes and monsters, one of each will do until the rest is done.
Progress:
-Hero's health bar 100%
-MP bar 100%
-Enemy's health bar 100%
-Experience bank 100% (system itself is done, just need subsystem to let you do whatever you wish with the experience.)
-Style selection 0%
-Spell collection 0%
-Multiple parties 0%
-Multiple monsters 0%
-Monster deaths 10%
-Hero deaths 100%
-Range spots 0%
-Conditions 0%.
Overall progress: 34%
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Looks very complete and original as well, especially that experience thing. My only problem right now is that it's a little hard to see some things, I don't know if it's because the screenshot is so small or if it's because of the colour scheme/font.
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Originally posted by game_maniac
Looks very complete and original as well, especially that experience thing. My only problem right now is that it's a little hard to see some things, I don't know if it's because the screenshot is so small or if it's because of the colour scheme/font.
It probably is the actual size.
Take a look at the menu without 50% cropping and tell if it's too small.
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Not bad so far, however for the final version, use a more interesting font and flashy graphics.
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Originally posted by DragonBlaze
Not bad so far, however for the final version, use a more interesting font and flashy graphics.
Well that's kind of a given. XP