Good uses of symbol encounters in RM

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Started by Doktor_Q 10 posts View original ↗
  1. I've seen discussions about using random encounters vs symbol (on-map events) or forced (scripted) encounters, but not about good ways to design symbol encounters.

    What are some RPGMaker games that you've seen make good use of symbol encounters? How did they make it feel interesting? Have you used them in your project, and found something that makes them work better?

    Do they wander aimlessly, or always chase you? Do they spawn in when you get close, or are they always around? Is there a way to sneak around them? I've had a bit of luck with fully turn-based movement, but less luck otherwise, and am never quite sure where to place them on the map.

    I'm focusing on RM games mostly because I'm interested in what people here have done with the engine, rather than just what popular RPGs do.
  2. In one of my previous games, I had monster encounters based on where people were. Their movement was really based on what type of creature they were or where the "dungeon" was located.

    For example, I had bats that just flew around randomly while the wolves deliberately chased a person down once the person was in certain range before avoiding the player if they went too far outside the wolf's "territory". They were always spawned on the map so the player could try to avoid them or deliberately trigger them. Defeating them would despawn them for a short period of time. It was time consuming but it was kind of fun.

    Then there is my boss who is always sitting still and calm at the end of the dungeon. I still do that even with random encounters.
  3. I have "safe" areas such as towns, campsites, etc, where I just won't place them. Or, if they are there, they are engageable as an NPC. Any areas outside of this are fair game, and you are good to set them on a random moveroute. You can utilize plug-ins like Moghunter's Event Sensor to help those enemies act on a predetermined additional moveroute based upon your proximity to them.
  4. Just for clarity's sake (because 'symbol encounters' is not a normal usage term) you do mean normal, visible, evented encounters on-map? The reason I ask is that you amplify the term 'symbol encounters' with the description of 'forced encounters' - and a forced encounter is one that cannot be avoided, and could be visible or invisible.
  5. in my game, the dungeon navigation's inspired by a board game, so they're all static, but visible. When you step onto a monster tile, you have a choice of skipping the encounter (with a limited amount of skips per dungeon) or fighting it. Either way, you can advance through the dungeon after dealing with the monster tile.
  6. @Kes "Symbol Encounter," as I've seen it used elsewhere, always refers to enemies being visible on the map and starting battle when you reach them. It seems to be fairly common term in RPGs, and even shows up in some of the RPGMaker tutorials.

    A forced encounter would be activated by events the player can't avoid, like cutscenes or bosses it the like- not quite there same as a symbol encounter. A lot of random encounter discussions include a bit on "do you need any battles besides the plot battles?", is why I mentioned them.
  7. This is the first time I heard "Symbol Encounter" term though, without reading your description idk what it is, as we usually use "Visible Encounter" here. But reading your description, I guess I could accept that term.

    Doktor_Q said:
    What are some RPGMaker games that you've seen make good use of symbol encounters?
    I don't. All visible encounter will automatically be good for me, except if they're respawned in very short time after I defeated them. Or when I can't escape because once I abort battle they would keep chasing me and forces me to enter the battle again.

    Doktor_Q said:
    How did they make it feel interesting?
    Because I know when I'm going to battle (which seems fair), and it won't make me enter battle before a few steps next to a door.

    Doktor_Q said:
    Have you used them in your project, and found something that makes them work better?
    Of course, visible encounter is always be my thing in my project.
    Idk if it something better, as far as I can tell, it works as the visible encounter should be done.

    Doktor_Q said:
    Do they wander aimlessly, or always chase you? Do they spawn in when you get close, or are they always around?
    They do have sensor range where if the player enter the range, they will chase the player.
    "Erased" when you win the battle, temporarily frozen when u escape, and respawn in other place once it has reached a specific period of time.

    Doktor_Q said:
    Is there a way to sneak around them?
    In my game? you don't. But maybe you can. My game is dungeon crawler with limited visibility. So the symbol/visible encounter is there to spook you, you don't know if there's one ahead, out of the blue they chase you.

    -----------
    As for the original title questions, I don't really think that there is one of "Good uses" of it
    Some people might spread visible encounter on map a lot, but they're not chasing your player, well that's fine for me.
    Some people put few visible encounter on map, but chase the player when they see it, that's also fine.
    Some people also put different chasing speed where you could outrun from it, it's also fine.
    As long as it doesn't make you feel frustrated, it's a good use.
  8. In my RM2K3 game, in dungeon areas, I had monsters have their own territory they would chase the player if they entered, then return to random roaming around if the player left their zone. Sneaking around them can be tricky, it's doable, but sometimes you're going to get caught regardless.
    In field areas, monsters roamed freely, and slowly chased after the player, only if they were nearby the monster sprite. These are meant to be easy to avoid, and might only be a pain if they happen to be patrolling a choke point on the map.
    Then there are 'hidden' encounters, that are barely visible and hidden in walls. You can walk around them, but if you happen to pass right by them, they'll jump at you and instantly get you (also good for a jump-scare, lol).

    Took the lazy way and made them completely stationary in my RMV game, but also because I wanted regular encounters to be completely optional, and was designed in such a way that they're not necessary to do at all.
  9. I've always enjoyed RPG's more when they use Visible/On-Map/Symbol Encounters than Random Encounters as I think they add a little more "life" to the maps. I also like that they let the player (a) know when to expect a battle and (b) allows them to explore a map freely if they take the time to defeat them all or avoid them. Not to say that Random Encounters aren't good, they have their place in certain types of RPG's, and can be good if the developer does a good job balancing the encounter rate.

    The way I've used Symbol/Visible Encounters in my game is basically like a "personality" type thing based on what the enemy is or lore combined with a line of sight style of detection and a chase script. Each enemy type can have a different way of moving, acting, and reacting to the player. Some enemies might chase, others might avoid you, and still others might ignore you completely. Some can be snuck past, avoided, or flat outrun as well.

    For thoses interested, here are some of the ways I've implemented them:

    Guard/Soldiers:
    They have an average detection range and typically patrol an area in a predictable path. The observant player can slip by them by staying out of their line of sight and running by them. If they spot the player they give chase but the player can escape them using the sprint button.

    Wolves:
    They have a long detection range and are often hiding behind trees or bushes (the observant player can still spot their head) and will run at the player at high speed once detected. They run at the same speed as a sprinting player so a quick player might be able to escape if they start sprinting soon enough.

    Bats:
    Bats have a short detection range and fly randomly around the map. If they spot the player they attempt to fly away from them.

    Plants:
    Plant monsters are typically stuck in place and can't chase but will attack you if you stand or walk by them while they are facing you.

    Soul Eater Butterfly:
    This unique enemy flies around randomly and will completely ignore the player if left alone. If the player touches them though they will fight using powerful magic and mp damaging effects. NPCs warn you to leave them be.

    Phantom Skulls:
    Basically a flying skull these enemies will move around a small area randomly before fading away and reappearing in a new spot making them both easy and hard to avoid at the same time since you don't know where they will appear next.


    There are more but I think you get the general idea here. I tried to make use of both how the enemy will react to the player as well as how the player may be able to avoid the enemy. The wolves are really the only super fast, hard to avoid enemies I have but it made since for the enemy type and makes them as dangerous as NPCs tell you.
  10. I only experimented with my event encounters because you have the ability to avoid them and even back-strike them for an advantage. I guess it's similar to Kold's philosophy of making them outside as dangerous as the inside.

    So in my first game, I had the nearby-chaser for a basic enemy, and I also had a popper and a stopper. The popper was a plant event and it moves by temporarily becoming a 0-priority event with 0 opacity, only popping back up to become a still enemy. That meant players had to be careful to time their run. The stopper was a silly worm event that would chase you but would stop if it got near you, plus it kept looking at you so you can't back-attack it, so it is relatively harmless but can hinder you if you plan to go back.
    There are also some movement schematics I try out, such as enemies that chase you when you're inflicted with a certain state or objects that move when you're very close.

    The only other game I played that has event encounters separated enemies into basic and special enemies, where special enemies are required for certain mats and quests but required weakening (not killing) them to farm them. This makes it nice for me to equip the super weapon to farm experience from normal enemies and then change my equipment when I find the special mobs.