Features Feedback

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Started by Lunarea 453 posts Page 14 of 23 View original ↗
  1. @Waterguy It's an interesting concept.  I think whether it is OP or not depends on how much time it takes him to learn a skill.  


    You might want to have some sort of extra requirement, otherwise, your main character just gets a new power if you've used that power enough times.  Like maybe, seeing one power increases the learning for that power by 5 but reduces the learning by all other powers by 1, so you need to be using the same spell over again.  Or maybe there's a Learning/Watching state that the human can go into or a Teaching state that the hybrids can go into that makes it happen.  Maybe the hero has a CopyCat power that specifically copies the last power used and once he has Copied a particular power enough times, he can learn it.  In this case, maybe the CopyCat version is a weaker version so he needs to learn the real spell to do it full power.  Or maybe the learning gets reset or reduced if the human takes too much damage or a critical hit or gets knocked out or goes to an inn or too much time passes.  


    Or perhaps it could be less direct.  Like maybe if you've collected some particular items, your blackmage can use them in the village cauldron to craft a spellbook that teaches the human a spell.  Or it could be story based, like your thief sees an NPC and wants to steal his wallet, but he needs the human's help, so the thief shows the human the stealing technique, and after this, the human can steal things.  Part of the fun could be to hunt down events like that, much like hunting down a treasure chest but with some character building.  
  2. The idea was just getting the new power if the other character used it enough times, though... Like, he watched it enough he learned?


    The learning state reminds me of Breath of Fire 3 and 4's skill learning... Like in 4, he would be guarding to be able to learn. I'd have to give them a low number of uses to be learned, though, since he would be useless when doing so...


    Copycat power goes against the idea though. I mean, he'd just use the skill right away, even if weaker. The alternative... learn in two levels? Learn the weaker then use it enough to learn the true one? It'd be ok for damage ones, but the more exoteric like life sacrifice to deal more damage, deal more damage with lower hp, or even half the usual chance to steal, wouldn't see much light then...


    The idea of making an item to teach... I already got other skills gotten from books in the weapon skills, buying the book teaches the respective skill for everyone. The idea was him being different.


    I kinda like the idea of sidestory events, but that'd be for a bigger, more involved game, maybe a future, commercial sequel/reboot. This is supposed to be a short one, both for training myself and to share the game with a friend of mine that requested it.


    So, all in all, I think I'll go with the guard to observe idea.


    Thanks! ^_^
  3. redirecting
  4. I don't think that a colour scheme counts as a 'feature'.  We do, however, have a section which deals specifically with Resource creation, and that would be the best place to get the sort of feedback you are looking for.


    I suggest, therefore, that you edit your post, removing the image, so as not to have 2 discussions going at the same time, and put up a new thread in Resource Support
  5. Actually I think it would be best in Maps & Screenshots Feedback.
  6. In my game, I have ten different classes. The following four are the "Pure" classes, which have only one set of skills.


    Mage - Support class. Single-target buffs and moderate-damage attacks, again, to single targets. 40 HP, 100 MP


    Swordsman - Tank class. Skills are based mainly around enhancing the basic attack command with lots of instant-cast self buffs. 100 HP, 40 MP


    Alchemist - Crowd Control class. Mainly focused on debuffing and damaging groups of enemies. Also does lots of healing. 60 HP, 80 MP


    Archer - DPS class. Has a lot of special skill attacks and self-buffs based on maximizing the chance of dealing critical damage, as well as attacking/acting multiple times in a single turn. 80 HP, 60 MP


    These are the supra classes upon which the next six classes are based upon.


    Battlemage - Mage + Swordsman.


    Warlock - Mage + Alchemist


    Sorcerer - Mage + Archer/Marksman


    Berserker - Swordsman + Alchemist


    Ranger -  Swords + Archery


    Strider - Archery + Alchemy


    Basically, in my head, these six hybrid classes will have the unique advantage of having access to both sets of skills from the classes they were based on, thus creating the possibility of opening up unique synergies. Example: A Battlemage would be able to instant cast a damage buff from the swordsman skill list and an elemental buff from the magic skill list in the same turn, and then deal a potent attack against the enemy.


    I've already made three skills each for the four supra classes, but I'd like to have more. I'll list them below, and if you guys can think of any additions, I'd appreciate it. Note: My system is heavily based on inflicting Status effects, both positive and negative, so bonus points if your suggestions include them.


     Magic:


    Flare: Deals moderate damage (a.mat * 2 - b.mdf * 2) to a single target, and causes the "Illumination" debuff, which reduces their EVA by 50%. 5 MP Cost


    Shimmer: Instant Cast. Buffs an allied target with +50% EVA chance for two turns. 5 MP Cost


    Pulse: Heals an ally for a large amount of HP (a.mat * 3), but has a 33% chance to cause Bleeding (-15% HP per turn) and Injured (-20% Max HP, -10% HP per turn) respectively. No MP cost, 1-Turn cooldown.


    Swordsmanship:


    Precision: Instant Cast. 10% Increase in damage, and all normal attacks have a 50% chance to cause the Injured debuff. 5 MP Cost


    Deflect: Instant Cast. Grants 8 Barrier HP (Which is like extra health that only lasts for a turn) for the purpose of blocking a single enemy attack. 5 MP Cost


    Resilience: Instant Cast. Grants two turns of invincibility. Only usable once per battle/Alternatively, 5-turn cooldown. 10 MP Cost


    Alchemy:


    Black Powder: Explodes and damages all enemies for a small amount of damage (a.mat - b.mdf - b.def) and has a small chance to cause the Scorched Armor debuff (-25% DEF) 5 MP Cost


    Red Powder: Heals a target for a moderate amount of HP (a.mat * 2). 2-Turn cooldown, no cost.


    Blue Powder: Instant Cast. Grants a target a large buff to DEF and Crit Evasion (+50% and 5% respectively) for three turns. 5 MP Cost


    Archery:


    Coin Toss: Throws two small objects at an enemy's unarmored spots. Deals V. Low damage (a.atk / 2), but ignores armor and can cause Critical Damage. Also hits twice. 5 MP Cost


    Sprint: Instant Cast. Allows the user to perform two or more actions in a single turn, for one turn. Also increases EVA by 25%. 3-Turn cooldown, 10MP Cost


    Focus: Instant Cast. Buffs user with extra EVA (20%) and CRIT (5%). All physical (Blunt/Blade/Piercing elemental) attacks also deal 33% less damage to the user for two turns. 3-Turn cooldown, 5 MP Cost


    The supra classes also get special, powerful unique abilities to make up for their lack of versatility. Won't post them though, 'cause it's not relevant right now. I wanted to see if anyone else could offer me some help, though. New skills, balancing suggestions, anything. I'd definitely appreciate it.
  7. I don't think this is in the right place.  Features Feedback is more appropriate as your request is a bit vague and you just want someone who "could offer ... help" with "new skills, balancing suggestions, anything".  I am, therefore, merging this into that thread.
  8. @ksjp17 Ok. I was trying to find the right forum for it thanks for your help 
  9. Hello!


    (I apologize for the long post, but there's a lot to say...)


    I want to make a tank game, where the player controls tanks. At first I went with the standard battle system, but it lacked the depth I wanted. Then there's GubiD's for RPGVXA, and while it is a great system, it hasn't been updated in a while and lacks some features that I need. Also I "ported" my project over to MV, so there's no scripted battle system like that available anymore at all.


    I considered using normal existing Action Battle systems, but they weren't suitable for my intentions either. One thing that is important for me is that you can control the whole party, which requires a turn based system. It's also important that you can "shoot" enemies without touching them, which requires either a projectile system or some workaround. I don't want to use a projectile system, so I had to find the workaround.


    Sooo I spent the last week trying to come up with something. My JS programming knowledge exists but is very limited, so coding everything myself wasn't really an option. I ended up using what feels like 300 different plugins and some heavy eventing and pieced together something... It's unflexible, it's buggy, and still lacks many features, but it works.


    TL;DR: Existing battle systems don't do what I want to do, came up with my own. It's intended for use with tanks!


    I don't want to make a video yet, but I can show you some screenshots and explain what it does. (All icons and graphics that aren't RTP were taken from World of Tanks..please don't sue me, I'll replace them if I ever actually release this.) If people are interested and once I have made more progress with hunting down the bugs as well as implementing features, I can make a tutorial how to do this.


    In any case, let's take a look at it:


    The battle starts by triggering an event. This can be done by talking to an NPC, or entering a map, or any other way events can be triggered, basically. You just need one event that sets up the enemies and the party and informs the game that it should initiate "Battle Mode". Here, I just "talk" to the flame, and it sets up the required variables before sending me to another map where the battle will happen. It's not required to change the map. The current map could also be used as a battle map.

    Spoiler
    screenshot0.jpg



    The enemies show up or activate and the party is divided into its individual actors. The player starts their first turn and is informed which actor's turn it is. The face and name are generated, so I don't have to hardcode the turns. (Please note that after taking these screenshots, I added little name popups to the enemies so it's more clear who is who.) All enemies and allies wait for their turn, so the current actor is the only one who moves during their turn.

    Spoiler
    screenshot1.jpg



    There is a little action window on the top right corner of the screen, which informs you how many actions you have left in your turn. Attacking an enemy instantly drops the actions to 0. Here, the player moved. The actions are subtracted. (Arrow and white line added by me in GIMP for emphasis, they don't actually show up in the game)

    Spoiler
    screenshot2.jpg



    If you get close enough to an enemy (here, it's 2 tiles...I will probably increase the distance), they will "spot" you. Now, a fire exchange is initiated.

    Spoiler
    screenshot3.jpg



    (Please ignore the fact that "Ability" is cut off...I'm working on it.) Tanks can have different shell types and even abilities (like aiming for the tracks etc). Here, only HE shells are shown, but for example the second actor in the party can also use AP and APCR.The actor and the enemy both shoot once, then you return to the map. If you destroy the enemy with your shot, a loot window will be shown. Destroy all enemies on the map and the game will inform you of your victory and end the Battle Mode. 


    If the enemy destroys you, this actor will count as "fainted". There is no reviving during battles. If all of your actors faint, you lose the battle. 

    Spoiler
    screenshot4.jpg



    After this your actor's turn ends. It's now the first enemy's turn, aka the first enemy moves. Then it's the next actor's turn. Then the next enemy's, and so on...Fainted enemies and actors are skipped.


    But wait, there's more!


    There is also a "Balancing Mode". If the actor happens to be an SPG and isn't involved in a fire exchange, they can switch to Balancing Mode by pressing Shift. Now, the mouse turns into a reticle and you can click on any enemy on the map to attack them. The best thing? If they're not an SPG themselves, they can't shoot back. I plan on making this a bit less unfair, since in its current implementation it's pretty OP.

    Spoiler
    tumblr_of53gpxznC1vuhinwo4_1280.jpg



    One last thing is states. There are currently four states: Tracked, On Fire, Fainted, and Camouflaged. On Fire means that your tank will lose HP, but it can't faint from it. Fainted means the actor is "dead" but it will leave them 1 HP so you don't get a game over. Camouflaged will reduce the radius in which enemies can detect you. You can achieve that by equipping a camo net. Tracked means that the tank can't move, but still shoot. If your tank is tracked, it will show "..." when its turn starts:

    Spoiler
    tumblr_of53gpxznC1vuhinwo5_1280.jpg

    This can also happen to enemies. If it happens to all of your actors....well, I didn't think of that yet. In any case if you're tracked, you can only use Balancing Mode, continue a fire exchange, or skip your turn by pressing S. You can always press S if it's your turn by the way, and it will skip this actor.


    And that's it so far, basically...


    In review, the current features are:

    • Unlimited number of enemies per battle
    • Unlimited number of actors per battle
    • Enemies change graphics and stats dynamically to reflect which enemy type they are
    • Enemy stats and states are memorized between turns
    • Turn based
    • Battle happens mostly on the map
    • You can use terrain to take cover, to avoid being spotted
    • Attack enemies from the distance
    • Battles can happen on separate or current map
    • Balancing Mode activated by Shift
    • Skip actor by pressing S
    • Enemy prototype events: Only set them up once and reuse them for every battle
    • Battle process is controlled by common events and spawned prototype events, means you only have to put one event on a battle map to handle everything
    • And probably some stuff that I'm forgetting now



    Some downsides:

    • Enemy prototype events only have to be set up once but for every enemy type that you add, you have to modify each enemy prototype event. If you only have like 5 enemies per map, that's not a problem, but the more you want, the more tedious it gets. You also need a lot of switches and variables for them.
    • Enemies and actors have to be placed in hardcoded positions when the battle starts. Not in the editor, but by an event that spawns them.
    • A lot of work to set this all up
    • You need a lot of plugins, so compability issues may arise
    • Actor and enemy agi is only taken into account when you shoot each other. The turn oder always remains the same.



    Planned features:

    • Add enemy spotting mechanism - you can only attack and balance enemies that are "spotted" by you or your party members
    • Include "extra moves", for example if you run away from a fire exchange, you can choose to move backward a step or two; or for example light tanks don't lose their action points when attacking
    • Enable Balancing Mode for enemies?
    • Make enemy and actor starting positions dynamic?
    • Change turn order to go by actor and enemy agi instead of fixed order
    • Make number of actions dependent on actor's/enemy's agi
    • Implement reload times, so not every gun can be shot every turn
    • Add more flexible enemy behaviours; currently every enemy prototype event moves in a certain hardcoded way
    • ???



    Credits for the plugins:

    • Yanfly
    • Galv
    • pareidolon
    • Soulpour777
    • Hime
    • Hudell



    So, can anyone give me some feedback on this? Or do you have feature ideas?  :)  


    And does anyone have a good way of keeping track of how many tiles a player has moved? My method is very buggy...
  10. From the Rules for this forum

    1) Discussion should be general, not project-specific.


    While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Features Feedback thread.



    It seems to me that this is very much project specific, so would you like me to merge it with Features Feedback, or do you want to start an Early Project thread?
  11. Well basically this isn't just for my project, but everyone who wants to make a similar project too...If it's more fitting for Feature Feedback though then yes, please merge it.
  12. Merging
  13. Here are some of the ideas for my game, mainly centered around the combat aspect: 


    first of all, there would be no random encounters. All entities in the game would either be aggressive, passive or evasive. hostile entities would try to initiate combat, passive entities would be like NPCs and evasive entities would run from the player. the player would have an "initiative strike" that's usuable in the field, it would allow them to act first in combat against hostile entities, to initiate combat against passive entities and allow them to "insta kill" evasive entities. (For the most part, hostile entities > 5-10 levels below the character's would become evasive or passive, the enemies that that wouldn't make sense for from a lore perspective would still be hostile, but the initiative strike would still insta-kill them to eliminate the tedium of having to sit through low-level encounters) 


    As for the battles themselves, I want to have a "beefed up" first person battle system. There will be four person parties, the main character, two other combatants (possibly A.I. Controlled) and a support character that's definitely going to be A.I. Controlled ( think of an extra healer, or a dog that runs out and grabs enemies to hold them and distract them). Aesthetically, each attack that the main character performed would have a first person animation. Say you wanted to attack something with a sword: the enemy sprite would zoom in( to simulate getting closer to them) and you'd see a hand swinging or stabbing with a sword. For party members, their sprites would run in from the side of the screen and attack for melee strikes.


    That's just the tip of the iceberg, but I could fill a novel lol.
  14. Hi everyone, I am in the very early stages of creating an RPG that uses the Vampire: The Requiem ruleset. I have a few technical questions before I get started. I hope I am asking in the right place. :)


    Firstly, I would like all the player characters and NPCs to have 9 attributes (3 mental, 3 physical, 3 social) that range in value from 0 to 5. These might replace Parameter values.


    Secondly, I would like to create a selection of skills, such as Driving, Computing, Medicine, Firearms, etc. These also range in value from 0 to 5.


    The basic mechanic when you want to perform some kind of action is to add an attribute value to the relevant skill value, and roll that many 10-sided dice. If any of the dice show 8, 9, or 10, the action is successful. Otherwise, it fails.


    For example, Bob the script kiddie is trying to hack into someone's email. He add his Intelligence (3) to his Computing skill (2), for 5 dice. He rolls 2, 2, 4, 5, and 9. The hack is successful, and he can read the email.


    Finally, I would like the characters to have 3 variable stats: Hit Points, Vitae, and Willpower. Vitae and Willpower can be spent is a manner similar to MP.


    I am well-experienced with writing code and understand the fundamentals of RPG Maker, but I don't know how to make a plugin or script yet.


    Any guidance would be greatly appreciated. :)
  15. @LogicalUnit, look up a variables tutorial and you should find your answer. It's pretty basic stuff once you know how to work with variables. You make a plugin by writing a .js file (if you use RPG Maker MV) and then add it to the game using the plugin manager in the editor.
  16. Hey guys, I have a question on how I should make a feature of my game. Admittedly, it's kind of a central feature... >_>


    Anyway, in my game, there are only two protagonists. One is a melee fighter, while the other is more of a ranger (though she can switch to using Daggers).


    Each character has access to five other "Stances" called "Memories". Lore-wise, these Memories are stolen memories implanted into another. Being in a certain Memory changes both the character's skill sets, alternate resource (my game isn't using Mana and TP. Rather the mechanic is like the Solar and Lunar Energy gauge of Balance Druids in World of Warcraft, before WoW made it automated). Anyway, I'm having trouble with gearing the Memories.

    What has been recommended to me is to make the Memory changes be through actually changing the Actors on the field, and make the Memories gain stats through use: they have basic starting stats, and as they are used, they can gain new stats at the player's discretion. However, I'm not really certain I like that, because it seems to me that doing so would trivialize equipment, since only 2 (the basic forms) of the 7 skillsets would differ on gear. What do you guys think, though? Should all the Memories be based on the same gear, or should the other 5 have their own stats? While it would potentially add for greater customization of the Memories, I feel like it'd be weird thematically for the Memories to have their own stats, since they're still the same person as the one that has different stats because of their gear. I'd consider maybe having each Memory have an increase/decrease to certain stats for thematic purposes (one is brash and hotheaded, so they'd get more ATK but less MDF, maybe), but I think it'd be weird for someone using a MAT weapon to suddenly have very little MAT just because they switched from the basic form to a gearless Memory. What do y'all think?
  17. From what I understand, you want to let the player change classes, not actors.


    Different classes can use different equipment, and even let them have different stats.


    About them changing stats when they change class, that's normal, really. Every game with a class/job system does so.
  18. Waterguy said:
    From what I understand, you want to let the player change classes, not actors.


    Different classes can use different equipment, and even let them have different stats.


    About them changing stats when they change class, that's normal, really. Every game with a class/job system does so.



    lol- I never really thought of it as a class system, since the only other games I've played with class systems like this have had restrictions on where or when you can do so (a la, Jack of Alltrades in Dragon Quest XI).


    Basically, the way it was recommended to me was to have the other 5 classes each have their own gear that's stuck equipped, and those 5 classes gain stats as they're used, and then just the first two classes have the option of changing gear, which I thought was rather silly.
  19. Many Final Fantasies and derivatives (iii, v, x-2, Tactics series, Bravely Default series, 4 Heroes of Light, the last renmant...) have a job system. But some of them, instead of limiting equipment, make some be more effective for some classes than others.
  20. I had forgotten about Bravely Default, haha XD


    That's not what I was asking, though. My friend seems to think it would be better to make the alternate classes be gear locked, while only the two "base classes" are able to access changing gear. I say this doesn't make sense. I also say that, technically, they'd still have access to their basic skills in a Memory, again to which he disagrees. What do you think?