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> Command-styled escape
Jens of Zanicuud
post Aug 3 2012, 09:36 AM
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Okay, I've got this idea for a game mechanic.

The default battle engine's escape is kinda crappy, so I've decided to modify it a little:
when you select the Escape command, a time bar makes her appearance:



Pressing Right and Left arrows alternately, you'll fill the escape bar.



In order to escape, you have to fill the bar before the time runs out.

Time is calculated on the enemies total speed parameter: the more the enemies are quick, the less time you have.
If enemies are present in a large number, time is even less than before.
Again, if there are too many enemies, you won't be allowed to escape, unless you kill some of them.

I'd be glad to have some feedback on this idea...

Jens


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Vexus
post Aug 3 2012, 01:06 PM
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I like it better than having an unknown random chance of fleeing.


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MEands
post Aug 3 2012, 04:18 PM
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Perhaps you shouldn't have to fill the bar all the way, but the more you fill it the higher your chance is of escaping once time runs out.
Some players aren't willing to do rapid command inputs, so maybe it's up to the player how well their escape chances are.


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Jens of Zanicuud
post Aug 3 2012, 11:39 PM
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QUOTE (MEands @ Aug 4 2012, 02:18 AM) *
Perhaps you shouldn't have to fill the bar all the way, but the more you fill it the higher your chance is of escaping once time runs out.
Some players aren't willing to do rapid command inputs, so maybe it's up to the player how well their escape chances are.


Let me explain how this system works:
running away from full-health enemies should be really difficult in my game.
Fortunately, escape time increases if enemies lost some hp or you kill one of them.
In that case, escapeing would be easier: you don't have to keep on pressing keys like mad, I calculated you have just to press'em something like 15 to 20 times to run away.

Thanks for feedback, anyway.

Jens


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Jonnie19
post Aug 4 2012, 12:53 AM
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Is it the same keys everytime? Also what about bosses, perhaps you could use this same engine for a similar thing with bosses, perhaps you could have an evade option for bosses, So that once you take your turn to use this option. You gain the ability to either block or evade the boss' attack?

Escaping is something I always find slightly underdeveloped when it comes to RPG's. I am all for this idea, it gives something new to the standard escape smile.gif

I assume this system is scripted?


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Jens of Zanicuud
post Aug 4 2012, 04:02 AM
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QUOTE (Jonnie19 @ Aug 4 2012, 10:53 AM) *
Is it the same keys everytime? Also what about bosses, perhaps you could use this same engine for a similar thing with bosses, perhaps you could have an evade option for bosses, So that once you take your turn to use this option. You gain the ability to either block or evade the boss' attack?

Escaping is something I always find slightly underdeveloped when it comes to RPG's. I am all for this idea, it gives something new to the standard escape smile.gif

I assume this system is scripted?


Yes, it's completely scripted, and at the moment is developed only for escapes.
To fill the bar, you have to quickly press RIGHT and LEFT alternately, but keys could be modified...

Anyway, that's not a bad idea... blocking/evading boss attacks with the same engine could be amusing, even if I don't need it at the moment. smile.gif
If there will be a request, maybe I'll post the script / develop the idea...

Jens


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>
(Warning: it's a 3rr3's project and it's in Italian!)


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Vexus
post Aug 4 2012, 04:19 AM
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Jens while the script would be good I don't think you should base the chance of total time you have on speed but have it check some difficulty (Could be added into the enemies names) and calculated like that.

I don't know the stats of the monsters in your game but keep in mind that not all monsters would be fast in speed so basing escape chance on speed is kinda limited.


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Jens of Zanicuud
post Aug 5 2012, 01:07 AM
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Well, you're right, but remember that escaping from an enemy should be easier if they're wounded and/or slow.

If there are (for example) six enemies, then the escape will be impossible until you kill some of them.
In certain case, escapes would be impossible as well (es. story battle).

In my project, there are no random encounters, you see the monsters on the map and if you succesfully escape, the monster makes a couple of steps back, in order to let you try avoiding it, so I wouldn't make it harsher than it actually is.

Thanks for the idea, BTW, I'll think well 'bout it and see how can I modify that system.

Jens


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(Warning: it's a 3rr3's project and it's in Italian!)


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rewells
post Aug 28 2012, 10:43 AM
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Awesome idea! I really like it.


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Jens of Zanicuud
post Aug 28 2012, 10:48 AM
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QUOTE (rewells @ Aug 28 2012, 08:43 PM) *
Awesome idea! I really like it.


I've actually fully implemented it on my project and now works at full efficency smile.gif
If in Day 4 you select Laese as your partner... well, you'll see this system working.

Anyway, let's add some more info, from the last update.
Since in my games there aren't random encounters (i.e. you see every enemy on the map), when escape is successful, both you and the enemy event move two squares away from each other, letting the player escape the monster.

I'd like to know if anyone of you have some idea on how to improve this last feature...

Jens


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Games I'm working on:
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official website: TryAdIne eFfeCt

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>
(Warning: it's a 3rr3's project and it's in Italian!)


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Patinator
post Oct 2 2012, 06:19 PM
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QUOTE (Jens of Zanicuud @ Aug 28 2012, 02:48 PM) *
Anyway, let's add some more info, from the last update.
Since in my games there aren't random encounters (i.e. you see every enemy on the map), when escape is successful, both you and the enemy event move two squares away from each other, letting the player escape the monster.

I'd like to know if anyone of you have some idea on how to improve this last feature...

Jens


I like your idea as a whole. Having to work a bit for your escape instead of just basically flipping a coin, that's so much better. Your idea reminds me of Paper Mario a little bit, which is awesome... If I were you, I'd make the enemy and player move a little further apart, like three tiles each or five total, something like that. If it were possible to prevent the enemy you escaped from from initiating a battle for maybe three seconds or so, that'd work well too, I'd think...

If you ever feel like putting your script out, er, I'd love to use it. tongue.gif

(I also really like your battle menus and stuff too.)
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Jens of Zanicuud
post Oct 3 2012, 05:50 AM
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To be honest, when you escape an enemy, both you and it are distanced by five-six tiles, to let you escape smile.gif
This was implemented in the event page.

BTW, as regards the HUD I can't post the resources/script because they belong the to project I'm working on (see the signature) and I'm a bit jealous smile.gif
I could PM you the escape script if you like it, anyway.

Just ask via PM and I'll provide a working version of it smile.gif

Jens


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"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


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