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bulmabriefs144
post Nov 3 2012, 05:34 PM
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Something Other Than Level 16
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Okay, so we have a sort of reactive system, where enemies try to guess moves and play strategically (according to their type, more strategically as the game goes on). And we have a counterspell system. And we have an elements system:

Melee
Ranged
(Some things like ghosts are completely immune to both physical, and flying things are probably immune to melee and earth)
Fire
Water
Thunder
Ice
Earth
Air
Light
Dark
(At least)

There should also be all kinds of strategies for bosses, including some puzzle bosses. Ummm let's see... VX has TP, but I think you can turn it off, at least in ACE. Do we want TP system?


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bulmabriefs144
post Dec 3 2012, 05:39 AM
Post #2


Something Other Than Level 16
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Posts: 627
Type: Developer
RM Skill: Advanced




- Bookcase puzzle should probably be 3-D. Something like, you start reading and stuff, and something triggers a plot event that lets you notice an upper floor (maybe there's a hanging ladder that you can't quite reach), and involves pulling out loose books from the shelves and stacking them up as stepping stones. You have a series of small puzzles that involve rotating/pushing/knocking over shelves, and some stacking of books. (And maybe a puzzle midway through that reveals a secret room, by organizing a bookcase)
- Pass for now. Mainly strong enemies that can't attack you if you're out of reach (i.e. on the upper level).
- I think we said something about a number/color puzzle involving two or more teams and a couple parallel rooms.
-Ummm, I'll pass there too. You guys probably have a better idea.

This post has been edited by bulmabriefs144: Dec 3 2012, 06:00 AM


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MEands
post Dec 8 2012, 03:11 PM
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QUOTE (bulmabriefs144 @ Dec 3 2012, 05:39 AM) *
- Bookcase puzzle should probably be 3-D. Something like, you start reading and stuff, and something triggers a plot event that lets you notice an upper floor (maybe there's a hanging ladder that you can't quite reach), and involves pulling out loose books from the shelves and stacking them up as stepping stones. You have a series of small puzzles that involve rotating/pushing/knocking over shelves, and some stacking of books. (And maybe a puzzle midway through that reveals a secret room, by organizing a bookcase)
- Pass for now. Mainly strong enemies that can't attack you if you're out of reach (i.e. on the upper level).
- I think we said something about a number/color puzzle involving two or more teams and a couple parallel rooms.
-Ummm, I'll pass there too. You guys probably have a better idea.


Biased opinion: I still kinda like my idea for the bookcase puzzle, mostly because I still dont really understand how this works. I suggest you draw a walkthrough for this puzzle so it's more clear.

Okay now to give normal thoughts on this.

-Dungeon bookcase puzzle: I like what I drew but yknow tongue.gif
-Plan for the battle in the main chamber: I was thinking after a short cutscene, an RPG style battle would commence. The graphic would be of him sitting in a throne room chair, with his right hand on "Pandora's box", which is sitting in his lap. idk if we still want to do him having the power to somewhat control your characters, it would be very interesting if we could implement that. Then, once he's at about 15-30% health a cutscene triggers, (it's risky to trigger an event at shuch low health however, because the player could do a strong attack that could knock him from 16% to 0% causing the event to skip and the battle to end). Once he is at the designated health, a text box appears, "You are stronger than I had anticipated. I never thought I'd have to use this against ordinary humans..." The box on his lap opens, some dark energy flows out, then stops, and the music stops, then comes back on in a stop-freeze manner. The screen moves a little to the right (by this point we will have put a picture across the battle screen and all this will be separate images), then the game crashes to a blue screen that we've edited. (If they happen to be playing in fullscreen it might make them worry a little). Then after .5-3 seconds it turns off and zooms out of a computer screen. You see the guy playing the game (would this be Johnny?) and then Act 1 is over.
-Is there a room after the bookcase puzzle?: I was thinking a short illusion puzzle, since that's sorta what Rasquel's specialty is, right? Right now I'm assuming this game is mainly puzzle based, since there doesn't seem to be much room past layer 1 for stat building.
-Main town design: Middle tower, stores, townsfolk you can talk to for hints and lore. We had a design in one of these threads, we should look back at it and figure out how to paralax map or something. (I don't understand that)

This post has been edited by MEands: Dec 8 2012, 03:12 PM


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Posts in this topic
- bulmabriefs144   Battle Design   Nov 3 2012, 05:34 PM
- - MEands   I never really understood what TP was.   Nov 4 2012, 12:16 AM
- - bulmabriefs144   Get an emulator or an SNES cartridge of Lufia 2. ...   Nov 4 2012, 01:25 PM
- - MEands   Oh wow, now I finally understand why I couldn...   Nov 4 2012, 01:30 PM
- - bulmabriefs144   We could have a few Anti-Monster statuses. Like mo...   Nov 5 2012, 06:15 AM
- - Sparrowsmith   Okay so we're working with TP now as well, gre...   Nov 7 2012, 04:51 AM
- - bulmabriefs144   Oil would do little/no damage on its own, making i...   Nov 7 2012, 07:03 AM
- - Sparrowsmith   sound would be interesting if we think of it as vi...   Nov 7 2012, 04:28 PM
- - MEands   These are all awesome ideas. If we get the concept...   Nov 7 2012, 08:52 PM
- - Sparrowsmith   QUOTE (MEands @ Nov 8 2012, 04:52 AM) The...   Nov 8 2012, 11:53 AM
- - bulmabriefs144   Of course. You were planning on making it easy?   Nov 9 2012, 05:53 AM
- - Sparrowsmith   of course not! Also, another feature of ...   Nov 9 2012, 01:49 PM
- - bulmabriefs144   Sounds good. We should also (and by we, I mean yo...   Nov 10 2012, 06:36 AM
- - Sparrowsmith   I quite like the idea of pets/mounts. Perhaps one...   Nov 12 2012, 03:24 AM
- - bulmabriefs144   Apparently, I can't even get VX Lite, since I ...   Nov 12 2012, 10:19 PM
- - Sparrowsmith   The player can decide, it's rather arbitrary r...   Nov 14 2012, 03:11 AM
- - bulmabriefs144   Erm, let's keep these ideas coming. I don...   Nov 30 2012, 08:34 PM
- - MEands   Yeah, it's the middle of the school year and e...   Dec 1 2012, 09:37 PM
- - bulmabriefs144   -Here, I'll make a crude map of it. You first...   Dec 9 2012, 05:42 AM
- - MEands   Oh okay, I think I get that. Yeah the main thing I...   Dec 9 2012, 12:57 PM
- - Sparrowsmith   QUOTE (MEands @ Dec 9 2012, 08:57 PM) Oh ...   Dec 9 2012, 02:45 PM
- - bulmabriefs144   Yea, there should be some way both to push the she...   Dec 10 2012, 08:32 AM
- - MEands   I'm really into this mirror puzzle now, is the...   Dec 10 2012, 03:26 PM
- - bulmabriefs144   This is the basics of how you do it. I figured ...   Dec 11 2012, 06:28 AM
- - Sparrowsmith   I like it! Also, if we're walking through ...   Dec 12 2012, 09:40 AM
- - bulmabriefs144   No need. You make effectively a wall inside all th...   Dec 12 2012, 05:07 PM
- - bulmabriefs144   Bump. In regards to the whole counterspelling thi...   Jan 30 2013, 08:05 PM
- - Sparrowsmith   I can see that working. In theory it's just ab...   Feb 4 2013, 04:06 PM
- - bulmabriefs144   Yea, that sounds about right. ...We need to keep ...   Feb 8 2013, 06:22 AM
- - Sparrowsmith   It's hard to get motivated with fewer and fewe...   Feb 8 2013, 08:51 AM
- - bulmabriefs144   If you've got an idea, go with it. I want exci...   Feb 8 2013, 07:34 PM
- - MEands   I like the water idea, I think that'll do very...   Feb 9 2013, 02:41 AM
- - bulmabriefs144   Then let's work on the other stuff too. I onl...   Feb 12 2013, 11:45 PM


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