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General RP survey to help my engine Displaying 1-10 of 10 total.
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BladeDragon
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Anyone who knows me knows I'm nefarious for long ass speeches, but I'll keep it brief this time. ;p This is just a survey to help better design my battle system / game. Thanks for the help. =) In all answers, PLEASE be honest also.
1) In games like Lunar, Final Fantasy, Secret of Mana, etc. Do you ever talk to 'all' the NPCs in a town, or do you talk to just the important ones?
2) In a battle system-driven RPG, do you prefer games whose battles constantly get more difficult as you advance, such that returning to the place you began still poses a challenge (FF Tactics being the big example, Everquest and online RPGs sorta, emphasizing that even newbie monsters gain some degree of difficulty), or a system where if you hit 3 or 5+ levels higher then the monsters you fight, they become feeble and die in 1 spell / 1 round of attacks?
3) In expansion to question 2, do you enjoy boss battles being 'epic' no matter the level you are? (Lunar: SSS, the remake of the Sega CD version being about the best example), or do you enjoy that, if you prepare well enough (scour all treasure chests, level up a few levels to 'prepare for the fight'), the bosses can be mediocre at best to reflect your power?
4) In game combat, I sort of have a Lunar meets and has baby offspring with FF Tactics who hooks up with Chrono Cross / Trigger battle engine (Lunar-style engine with movement options and many attribute-equips). Certain spells, and attacks require a given amount of Stamina (determined by an attribute, max 99), Mov / Movement (determined by attributes, max 99). Now what question I meant to ask is, I had toyed around with many ideas of letting a char's stamina determine the amount of attacks (thus 99 stam, at a cost of a certain number per attack), or go with the Lunar method, and my old-school idea of, a set # of attacks that increases with level for a given character. This questions more for any ideas on handling basic attacks (not spells, not special skills, just regular "attack" key).
5) This is a question of taste. In a game, do you prefer monsters to be seen like in Lunar: SSS / Lunar: Eternal Blue complete (That is to say, they're visible, but random icons of a given mob configuration that when you bump into switches to a battle screen), Chrono Trigger/Cross in which monsters are triggered to appear by given landscape situations, and some random encounters, or lastly, monsters that only appear once, like what 'real world' monsters would be. You fight through a given terrain and beat them, technically you've 'vanquished the enemies', like Chrono Trigger's 'triggered' fights but a 1-time situation, revisiting the place might have random fights, but nothing like before.
Well, that about does it for now, probably will ask more in the future, but most all other features of Lucid Soul are adamant. Thanks for every answer I get, and GL on everyone's projects.
Posted on 2002-04-22 20:47:23
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nimrand
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1. Depends on the game and the mood I'm in, but, most of the time, yes, I talk to all the characters in a town (unless I accidently miss one).
2. In my opinion, monsters should have the same power no matter how high a level the player attains. I see why one might argue why they should become more difficulty, but I have three reasons against it. 1) (and least practical) it doesn't make sense that a monster would become stronger simply because the player does (if it did, I'd fear what might happen with mosquitos). But more seriously, it have serious retractions on gameplay. For one, it makes it much more difficult for the player to predict the result of his/her attacks on a monster. If I know a monster dies after I inflict approximately 100 damage on it (from previous battles with it), and my main char now does 120 damage per round, I know that I have a good chance of killing it in one hit. But, if the monster constantly changes to become stronger as I grow stronger, I wont know whether to attack the monster with one of my fighters and devote the others to the rest of the enemies, or to send in the whole group to kill the one. This is particularly true if I go a long time without fighting the particular kind of monster. Also, it flies in the face of the player's sense of progress. If I gain a level, I see my statistics have bigger numbers (how exciting!), but if my characters aren't much better at killing a type of monster, then in what sense have my characters really made any progress to becoming stronger? The numbers get bigger, but that it. If you want areas to stay challenging, I suggest populating them with different monsters, depending on how high a level the character is, maybe similar monsters but a different kind (like Ogre and Green Ogre in FF1). But don't just throw the SAME monster at the character, but tougher. That just doesn't seem "fun" to me.
3. See two.
4. The way I usually do it is having a stat that increases with level (at a rate determined by the character's profession, or, depending on the system, by the player) that determines the number of attacks per round. In my more elaborate systems, I take things like weapon weight, character's strength, and encumberance into account as well. If I understand you correctly, you're suggesting having a stat that depletes with spells and special attacks, but that also determines attacks/round (ie. - the more spells/special attacks you do, the fewer attacks/per round you have?). I've never played a game like that, but the implications could be very intersting I think.
5. I'm not all that sure what your asking, but I don't like refighting predefined battles. random battles in areas that I've already fought is fine, but not the same battle I fought once before.
Anyway, thats my two cents.
Posted on 2002-04-22 22:03:38
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GMW
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Ahoy-hoy!
1)Generally, I talk to all the people in a town, the first time through. Even retalk to them if they have multiple activation's worth of text, like in Lunar SSSC. Or if they have multiple events' worth of text, like you come back from defeating the black knight and they all say something different. But I have to admit, in Lunar, I eventually stopped talking to most people after the first time I visited a town because there were so *many* and with *multiple* activations of text, and *multiple* event's worth of multiple activations of text, and I had to hunt some of them down to talk to them and.... So basically the answer is yeah.
2) I consider both to be perfectly valid variants. However, I'd also have to advise advancing bosses, if you advance normal enemies. I loved Tactics, but FF8 kind of soured me on the concept of advancing monsters.
Personally, I also like the idea of growing in power to the point where you can squash your old enemies like bugs, but it does admittedly make random encounters in such areas boring. It sort of gives meaning to a level-up. Alternatively, you could *ignore* the whole level concept entirely, and make all monsters roughly the same difficulty, but with different capabilities to work around. The ones in the later game would have better powers, just as the characters would have picked up new items and skills. But stats would have remained roughly the same! (Of course, you'd have to create *some* functionality to allow characters to power up in battle, or all of that 'max score of 99' stuff will be wasted. Presumably there'd be skills to raise stats in battle, for instance, which when repeated or comboed could result in very high stats for a few turns... The enemies would certainly have similar strategies.)
3) A little of both. I like it when bosses require strategy to beat, but careful preparation should count towards strategy. A normal end-of-dungeon boss should be beatable by level-up alone, but only if said level-up is beyond just wandering around the current dungeon for a few minutes fighting things. If I spend 15 hours leveling up or doing similar activities, I'd darn well better be able to defeat El Robo Giganto, the boss of the Mech Tower, or what have you. (Witness Dragon Warrior 7, which I spent a few days learning a bunch of class skills in as soon as I got to Dharma Temple, while doing my best to minimize experience growth. (mostly by using Knock Down to kick my enemies out of the fight...) The next few bosses were *really* easy, because I'd spent the time to learn decent attacks and party-healing skills such as HealSong and Hustle... But if I'd spent a day or two less, they'd still have been challenging.) *However,* this does not apply to *special* bosses, such as bosses who are important to the plot, who are indicated by the story to be of legendary status, or who are completely optional. If Siegfried the Dark is the Black Knight of Dunston, and he has defeated all the top knights in the kingdom including the father of the main character, he should not be defeated merely by having one character devoted to healing while the rest attack, even if you're 20 levels higher than you ought to be when you meet him. It should certainly help you out if you've already got a strategy to beat him, but levels should not allow you to ignore the strategy altogether.
It's a long rambling paragraph, and I'm sleepy. Please excuse me if none of that makes any sense. :)
4) I kind of like that idea, since a Stamina Boost spell could conceivably give your characters extra attacks early. I imagine you mean "extra attacks" in an FF1 or FF4 kind of way. Personally, I like sticking it on a stat like that. While it could be argued that training should have something to do with the number of attacks you can do, and thus a fighter should naturally have more attacks than even a mage with 80 stamina, but I would argue that the training allows the warrior to wield a big sword that way instead of the proverbial "dry-rotted stick." Maybe warriors would get one or two *extra* extra attacks at higher levels to reflect such training, but stats should still influence the outcome.
5) If I understand you, the question is a choice between Lunar's "Icon determines general type, but you only find out on the battle screen", CT's "What you see is what you get, and don't bother with the battle screen" or FF Mystic Quest's "Sorry, but you've killed everything. Can't level up any more!" Except that rereading your post, I guess there would be some wandering monsters to fill the place up after you'd gone. Just not as heavily.
I'd say that CT has a more manageable system than Lunar for Verge work. If you move to a new battle screen, you'll have to keep track of which monsters you defeated so far in the current dungeon, so that you can keep from respawning them when you return to the main map. (Neither Silencer's Realms game nor my own P.H.A.G.E. Rhapsody have that anti-respawn property, and you get to suffer when you return to the main map from a battle next to a respawn point, and immediately fight again ad infinitum. Maybe I should simply write some three-second invulnerability code...)
Which do I prefer? I must admit, I only got to play CT on the PS remake, so I didn't know what I'd been missing until then. I'd based PHAGE off of Lunar's monster-touch battles, but if I were redesigning it today I'd probably try a CT engine out. I understand Gurv had one written up a while back, with little propeller-monsters as the test enemies. (I have the demo somewhere...)
-GMW-
Posted on 2002-04-22 22:06:59
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BladeDragon
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Thanks for all the input, many things help a great deal, believe me. =) The one thing I wanted to respond for specifically was that propeller-CT-ish demo you're talking about. Oddly enough I used to have that eons ago also! If you have it, I'd literally kill for a copy, since I believe it's V2 that it was programmed in. I'm not working on the BS just yet till I have the 'rest' of the engine designed and operational, but it never hurts to have the demo that makes half of it much easier. =) Thanks again bro!
Posted on 2002-04-23 02:57:41
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BladeDragon
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*NT*
Posted on 2002-04-23 02:58:10
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BladeDragon
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This is just a little help I think to help clear some confusion the other two indicated. I'll try to help explain a bit better if I'm able, sorry if anything was incoherent.
In regards to question 4) This question is probably confusing because I wrote it like I have many of my design notes written down, like I already know what the stats are. To best explain my question, I'll try to compare it to the best game that relates to this question, Lunar. In Lunar (for those who have played), there's an ACTUAL STAT called "# of Attacks" that raises at certain intervals during your leveling. Level 47 = 3 attacks for the hero, Level 64 = 4 attacks, etc. What this means is, in a given combat round, you choose to attack 1 of the 7 mobs on the screen. When the hero's turn comes up, he walks out to the monster, and swings once. (Thus, 1 swing = 1 # of Attack), if the mob is still alive, or more mobs are on the field, he swings again (2 attacks for 2 swings), etc. My question is more, do you like this existing and proven fun method (Heh, I beat Lunar 2: Eternal Blue Complete for PSX last night after finally sitting through it, and am now playing the original Sega CD version again to compare them), or would you rather see something along a different lines. The idea that I present is one that I've toyed with in the 7 years I've worked on this game off and on, battle system always in the back of the mind, starting as an FF1-style in QBasic, working into an FF, then eventually Lunar or CT in final reflection, but more involving. This system in the works was one that used a stat called Stamina. This stat does NOT raise via leveling, but rather is an average of several stats that DO raise via leveling, Strength and Vigor/Constitution.
I'll start this on a new line to help with ease of reading.
For instance, Rubin Domingo, the main character, begins the game with 14 Stamina. Moving on the grid of combat, to approach a slime subtracts 5 Stamina because the slime was 5 squares away (there's also a stat that works similar to Stamina called Movement, this subtracts as you move, and restricts your movement on the grid per battle round), leaving Rubin with 9 Stamina. It costs 3 Stamina to perform a regular attack, now granting him the ability to perform 3 swipes, reducing his Stamina to 0, and now making it the enemy's turn. (All numbers used in this example are just heresy, nothing is adamant yet). Similarly, Stamina is used when casting (This, hopefully, is to aid in the greatness of a new magic system expanding on older ones), such that MP + Stamina are required. You may have the knowledge of the spell, but if your mind and body are not prepared to handle it (truth is, this thought originates from Tellah using Meteo in FF2/4j and dying), you can't cast it. Understand, many of these ideas will be determined by the way I mold my advancement system, another question to be asked of people in the future.
In regards to question 5) I think the main confusion was the way I worded things. In Lunar, the remakes of both Silver Star and Eternal Blue for Playstation, the monsters are no longer random, but rather, they are floating 'icons' if you will, moving monsters that randomly tag you as you walk and force you into a combat screen. In Chrono Trigger / Cross, many might recall that monsters were not wandering around trying to tag you (the majority of the time), they were rather 'triggered' by stepping into certain areas, kicking cans, inspecting a bush, etc. The last idea is an original one, so it's a little hard to give a working game to explain it, but the best would be take Chrono Trigger's concept, and then, remove those monsters from the game 'permanently' when you trigger them. That is to say it'd explain people's skepticism of "Now how the hell is there an imp waiting in that bush EVERY fricken time I pass through here?", and goes along with more the real world concept. Because it 'is' fun to flaunt your power on helpless mobs, and crush them for experience or new skills (And my game has a crapload of those that's worth getting at. ;p), the only removal would be of the 'triggered' mobs, leaving new random encounters that would happen when you return to the glade, the forest, or what have you.
Hope this helps to clear things up, please respond to this post or the main one if I'm not clear on anything. =) And seriously, thanks for the help all, you can't ever have too much feedback.
Posted on 2002-04-23 03:15:35
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Omni
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well...
1. yeah, I talk to everybody. Period.
2. Once I spend my precious time leveling up to kill that monster, it better darned well die.
3. Epic boss battles are good. Sometimes I get this urge to raise my stats up to super-saiyajin levels, but I'm usually too lazy to do that, especially in FF, so it helps in the boss adjusts to my stats. Though Lunar forced me to level up. Those dungeons are hard! Plus, adjusting bosses' stats keeps the game interesting.
4. Number of attacks and free movement are good.
5. Go onscreen monsters! Go predefined events!
You know, that battle system idea sounded so much like mine that's it's not funny...heck, I'll just innovate some more...
The Lunar series (and Grandia) kick FF. Waiting for PS2 Lunar3.
It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.
Posted on 2002-04-23 06:26:17
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GMW
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I've got it, and yes, it is a V2 demo. A couple of minor points, however:
A) I've had it work fine on my Win'98 laptop, but in WinXP, with the WinV2.6 Verge.exe and other files dropped in the folder, it gave me a goofy 'VC Sys Code out of Bounds' error or something like that. I haven't looked into it much harder, though, so it may be something simple.
B) If you want it, I'll have to e-mail it to you, since I haven't got any web space set up... If you don't have a lot of space left on your netscape.net account, (I've got about 4.2 MB filled with undeleted messages out of 5MB :) ) you might not want that done right away. :) If you want it zipped, well, I'll have to go through a somewhat circuitous route to do so, which means tommorrow evening at the earliest. :)
C) The demo doesn't have the source code .vc files, unfortunately. Unless someone's found a good way to extract said code from the exe or map files (or wherever it's stored), you'll probably have to go find Gurv and request it from him.
If you still want it, just give me a holler here on the boards or at jeemdub@netscape.net, and I'll send it to you.
-GMW-
Posted on 2002-04-24 00:28:52
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nimrand
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Ok, I think I understand your last two questions better now that you posted a clarifiction.
Your idea about stamina is similar to what I've seen in some other games, though they used different names. I think I would prefer it to the fixed # of attacks per round based on level/profession scheme.
I think I got the gist of your last question the first time, but just to clarify my answer: I like your last idea best, where you would have triggered battles, but they are permanently removed from the game once the player fights them (keeping the triggered battles present no matter how many times the player fights it seems annoying to me). Then, have random battles to supplement triggered ones, particularly in areas where the player has already completed all the triggered battles.
Posted on 2002-04-24 15:08:30
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Wyrdwad
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1) Unless it's a Japanese game that I'm translating as I go (in which case I get lazy), I talk to every NPC, several times, every time anything big happens. In some games -- especially the Lunar games -- it really pays off, too. I still insist that Lunar 2 has some of the most realistic townsfolk in video game history, though Dark Cloud is surprisingly strong in that respect too.
2) Honestly, I play RPGs for story and fun. As a result, I like my regular battles to be as simple and quick as possible. If regular battles are super-hard, they often get frustrating (one of my minor gripes with Xenosaga, actually). So the easier the enemies are, the better. (:
3) I believe that bosses should be a challenge. Not an FF7 Ruby Weapon level challenge, nor a Lunar 2 final boss level challenge, but a challenge of strategy. I believe that if you find the right items and use the right battle strategy, you should be able to beat the boss with mediocre difficulty at best... but finding the right strategy may take a few tries. Xenosaga does this the best I've ever seen (some bosses are literally IMPOSSIBLE unless you can figure out their weak points and attack patterns), but since Xenosaga hasn't yet been released outside of Japan, that doesn't really help much, huh. (: The best other example I can think of is Chrono Trigger, where defeating Lavos involved defeating the little guy on the right, and doing that involved knocking out its shield. Very cool.
4) Umm... well, that's all personal preference, really. As long as your battle system isn't SUPER-complicated and stuff (coughcoughFF8coughcough), I'll enjoy it. (: Go with your heart on this one. (:
5) I really like the Chrono Trigger option, where characters are already on the map, doing their "thang" (as it were), and if you approach them, battle ensues. Whether or not to have them be like real-life characters, and vanish when defeated, is up to you... but I wouldn't recommend it. Most people would tend to be a bit offended, I think, to be told "OK, you can level-up JUST THIS MUCH, and then that's it, no more!". (:
Sorry if these answers aren't especially detailed... I'm a bit pressed for time right now. But I hope I could be of some assistance!!
-Tom
http://forgottenkings.tripod.com/
http://wyrdwad.diaryland.com/
Posted on 2002-04-26 17:41:01
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