Star Ocean 2 Battle System

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Started by Sehanbrel 8 posts View original ↗
  1. I'm not exactly "requesting" this be done, more curious if it's possible.


    So, in SO2, during battle you control one character and you freely move them around the field with the D-pad. When needed, you can switch to a different character with a button press, enter commands, have full control of them, etc. Same function in Tales of Xillia, actually. In the case of SO2, you could also assign two skills (or 4 with a special item) to fighter-type characters that could be used instantly in combat with a trigger button. Mages would still be required to open a menu in order to cast anything, and abilities you didn't want their AI to use could be toggled off in the main menu screen.


    I know this would require insane amounts of scripting (or maybe an engine overhaul), but it'd be awesome to have such a thing available.


    Examples:

    Spoiler
    In this vid, the player never switches characters, but just know it's possible. On the right-hand side you also see this... information flow. Those are extra skill effects that get applied randomly based on a probability related to skill level. I won't get into detail here, but here's a link: http://shrines.rpgclassics.com/psx/so2/skills.shtml#combat




    Xillia here goes a bit further and implements team combos, which would be awesome even without the free move ability.
  2. It would be possible.


    Plus it's 2D, which makes it even more possible than if it were 3D.


    Or at least, I think it's 2D...
  3. I think the characters used are Kaduki style, whereas the batllefield on which they run on is a bit like 3D, since they can pretty much run in any direction, and the camera zooms in and out at specific intervals.
  4. Well, the entire game uses 2D sprites. The battlefield and world map are 3D, and the cities are... well, easier shown.


    http://www.siliconera.com/wordpress/wp-content/uploads/2009/02/star-ocean-second-evolution-3.jpg


    http://www.aeon.net.nz/wp-content/uploads/2010/01/Untitled2.png


    http://danielprimed.com/wp-content/uploads/2013/04/Allen_Kidnaps_Rena.jpg


    http://img2.wikia.nocookie.net/__cb20090315022223/starocean/images/2/28/Salva.png


    They're 3D as well, but they're done in such a way that they sort of appear 2D, too. You can't rotate the camera in any city like you could in the field.


    I'm not interested in creating a 3D world, as that is far beyond my capabilities. I'm more interested in the combat mechanics.
  5. This video contains a lot of battle systems, including some Full-Motion action systems like the ones you described (and even one that replicates the earlier Tales Of battle systems).  Perhaps looking through the scripts on the creators' websites will sate your curiosity.
  6. Yeah, the battle in SO2 is 3D.


    I can only wonder what PC resources would be needed to play a battle system like that made in RGSS3...


    Wow, Wavelength, thanks a lot for that video!


    All of those battle systems are already made on RPGMakerVX Ace? o_O


    Now I have something new to search for, lol! :D
  7. The system is not really 3d in its execution, though the backgrounds are. Since you move on one single area, all that you need is an isometric camera angle, like in star ocean 1

    so1.jpg

    EDIT: After jogging my memory, I remembered that it plays in a more 3 dimensional way than I gave it credit for, still, it COULD be made 2d.
  8. The only thing in the video that's remotely close to what SO2 does is Schala's Battle System, and that one's more like Chrono Trigger. The rest are all either sideview style and turn-based, or real-time in the field, or... that really painful grid tactics system. And that one odd RTS system. Thanks for the vid though, I'll have to double check Schala's.