OmniMonitor
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How might I implement a different combat system?
OmniMonitor posted a topic in Theory and Development
Hello, I am new to this site and working with the RPG maker tool. I work in IT but not in an intensive code capacity. So, maybe this project will help me develop those skills. I want to implement a combat system similar to the Command Deck system in Kingdom Hearts Birth by Sleep (BBS). Instead of gathering better weapons as your progress through the game, you level up your deck of commands. So, let's say you find a basic fire attack command card. Using that command in combat would contribute to leveling it up. So it could go from a low-powered fire attack to a stronger one. At the same time, you also found a punch attack command card. When both command cards are leveled up, they can be combined to create a more potent command card called fire punch. I want there to be many different possible command cards with some crazy command cards possible for the player to have near the end of the game. It was something I enjoyed in BBS but thought it could have been more fleshed out. Also, I do plan on having the combat be turned bassed. Where should I begin when trying to overhaul the combat like this? I have some ideas, but I thought maybe reaching out to a forum might give me a good starting point. Thanks for reading my post! -
How might I implement a different combat system?
OmniMonitor replied to OmniMonitor's topic in Theory and Development
Oh, thank you both for your responses. For whatever reason, this site no longer works on my work laptop. It's suddenly blocked for whatever reason and life has just been so busy when I get home that I have not checked for responses in a while. I have RPG Maker VX Ace. It's something I bought in a sale years ago. So, I am using it because I just already own it. I want to make a proof of concept. A small location to demonstrate how the command cards would work as a battel system and how I would develop the characters and plot. Think of it as a pitch but I am really just trying to pitch the idea to myself to see if this is something I want to dedicate my free time to. I have been looking around and I see ppl have made plug-ins for live combat systems but right now it's not that important. I want to make a proof of concept. Turn-based will be enough to let me start developing the command system. Much of the command system is going to be building logic that allows Command Cards to be leveled up and combined and what certain combination will result in what cards. This is not something I want to be fully defined instead, I want a system that allows for experimentation and unique player creation. So, I am not looking for something pre-made to plunk into the game. I want to know how the code correlates with the various aspects of the game. Where would I start with this? Thanks again! Hopefully, I did not let this thread die by leaving it unresponded to for so long. -
How might I implement a different combat system?
OmniMonitor replied to OmniMonitor's topic in Theory and Development
I am guessing I can use items as command cards. That is, I could start with Items that can be collected and then change how they behave. If you have this item it gives you this ability and the leveling up and combining of the commands would work like crafting new items out of old ones? I am sure some of this stuff has been tried out before but I would like some pointers to help me dig into this.


