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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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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


__________________________
"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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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


__________________________
"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!)


Awards

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