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Take on the role of R3-M1, a newly activated robot, as they venture through a dark, dystopian world in search of answers. Yet, the clues lie buried within dust and ash, data files, and audio clips left behind by decaying corpses from a not-so-distant past. However, in the shadows lurks an ancient evil--creatures stalking and hunting you at every turn. You must follow the breadcrumbs left behind by your creator in hopes of locating and protecting her. She gave you life, and you must save hers. R3-M1 Battle Model. Equipped with Mech-Blade and Particle Gun. Buy yours today for just $5999! Scavenge for resources and craft items/upgrades. Sideview battle system with melee and ranged combat. Combine abilities for a variety of unique reactions. Fully animated, custom enemies. Upgrade armor and abilities for unique combinations. Fully voiced dialogue by a talented cast of actors. Unique puzzles and hidden areas to discover. No random encounters. All enemies are scripted into each map. Dark and atmospheric with a horror/sci-fi theme. VIDEOS Sagrim's Emporium Official Teaser Trailer Just before your creator vanished, she wanted a codex hub to store data and audio files. She converted KARN into this hub. Sadly, it was left unfinished, with the machine still resembling the arcade game's outer appearance and playing the classic chiptune music it's so well-known for. Full Gameplay Trailer Free Demo! Make love, not war! !!WARNING!! This game will contain horror images, sounds, and music, including blood and gore.
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I'm currently working on a project where combat centers around raising your critical hit chance through using certain abilities and inflicting states on the enemy, as well as avoiding taking critical damage from the enemy. I am wondering if there is a way to calculate and display an actor's chance for a critical hit as part of the battle gui as well as their chances of taking critical damage from the enemy? Preferably as percentages that can be refreshed after every action. I'm still just experimenting with the system so I'm open to any suggestions on the matter.
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Now, I'll admit I'm not the biggest fan of jrpgs but this is what the engine excels at, so it's not like I never thought about making one ever. My gripes however always stood with how to make battle encounters interesting on a base level, how to intrigue the player with some neat mechanics. For example, I like how in Etrian Odyssey you can 'bind' an enemy's body parts to disable specific skills, giving you even a slight advantage or how shadows in Persona 4 can get overwhelmed by your party if you attack their weakspot. I always wondered though, how much is “too much“? Would something like changing the classic "weak to fire" or "weak to thunder" be too weird? For example, in a test project I made, I shifted the attention to weapons and created a main triangle of sorts: Slashing Weapons, Crushing Weapons and Piercing Weapons (fire emblem does something similar I believe?) The weakness chart being: Slash>Crush>Pierce>Slash. Some weapons of course being slight hybrids or not being affected, like a mage's staff. Weapons like lances or bows are good at mid/long range attacks, so they do slightly more damage to backrow enemies, while other weapons like swords and axes have their attack lowered. Magic in this case has no specific damage bonus on enemies, who is weak to magic is weak to magic who is weak to physical is weak to physical. The only real difference being some enemies being weak to specific states applied by the elements (some weapons have their own states too, like 'bleeding' for swords/knives). Also states affect one another, an enemy that was hit by water has a chance of remaining drenched for a few turns, making electric attacks stronger but fire will instead dry their body or have a chance of cauterizing bleeding wounds, and so on. But like I said, is something like this too much? Does it sound tedious or boring?
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Hey guys, in the middle of developing a game right now and I've got a decent question, I understand VX Ace quite well but this has me fairly stuck. I want the player to be able to hire, and use armies in my game world. Much like what is seen in Mount and Blade One forum mentioned the idea of using a leader to represent the army on the battlefield below: https://www.rpgmakercentral.com/topic/25688-buildingleading-an-army/ However this doesn't answer how damage is handled, I want to make it so when the army takes damage, the player needs to hire new soldiers to replace the dead ones. I would also like it so that any injured soldiers can be healed and don't need to be replaced. For example: A commander has 10HP He equips a group of 9 soldiers each with 10HP He now has 100HP We get into a fight and he takes damage, after the fight he only has 85HP The player NEEDS to buy 1 soldier and heal the other for the commander to get back up to 100HP. One method I can think of is maybe having an equipment durability script tho I'm not sure one is available and have the commander have an infinite amount of equip slots so you equip each individual soldier onto him. After each set of 10damage, one of the soldiers equips break and then you use a special potion to heal the damaged one. I'm not a fan of having to learn how to script the software myself, so if anyone has any ideas on how best to handle this I'm all ears. Thanks so much for any help you can provide. :)
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Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
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Looking for a way to reflect a portion of damage from a physical attack. I want there to be certain enemies where you take a small percentage of the damage you deal to them. Say you do an attack for 100 HP of damage, the character who attacked takes 10% of that, or 10 HP damage.
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Is there a way to make it so a monster won't use an ally revival skill unless one of its allies is dead? Details: I have a boss that comes with two minions. He has a spell that removes the death state from these minions and revives them. However, he casts it all the time, and I want him to only cast it when his minions are dead.
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Earning EXP without killing the enemy (and other things)
Damascus posted a topic in Editor Support and Discussion
I've come up with a fairly ambitious idea for an RPG I'd like to design and potentially sell, but before I can get started, I need to make sure the combat system I have in mind is doable with this program. I'm pretty much a total newbie, and have only gotten the very basics of the program down so far, so with that in mind, here we go. The combat system I have in mind. Most enemies in the game do not fight to the death; some will flee or surrender at low health. First I want to make sure the nuances of that system are doable. Secondly, I also want the player to still gain EXP if the enemy flees or submits, or even if the player flees from battle, but it won't be as much as if they had merely killed the enemy. So far I know how to prompt the enemy to flee at low health, so that's a start. So here's what I'd like to know if it's possible, and how to go about it: 1) Gaining reduced EXP if either the enemy or the player flees or surrenders 2) Player is able to pursue an enemy on the map that has fled, and they retain their HP when they fled the battle. 3) Enemies on the map that have fled and have reduced HP move at a slower speed 4) Allow for dialogue choices during a battle (ex: enemy offers to surrender; player can accept and end the battle, or refuse and continue the battle) -
Something I've enjoyed in games, so much that I made a small blog on it, are abilities, which make the game work with or against you when you make a wrong decision or get into a pinch. With the defaults, you could set some abilities up, like super-guard, being resistant to poison and the likes, increasing the chances of critical hits, but you could have something that allowed to attack more times when you lost a certain amount of HP, or where you could cause attacks to hit you more than your allies without making a "cover" skill or increasing that ally's target rate. What I'd like from this plug-in: Players can choose to have abilities active or inactive, using AP or something of the sorts. (Like Kingdom Hearts) Alternatively, having an ability thing for each character, allowing for a certain amount of skills to be equipped at one time. (Like Fire Emblem) The player gets new abilities as the characters level up, or by doing certain quests. Possibility to pass skills to a child through parents. (Like Fire Emblem) Enemies to have abilities. A notification to when an ability activates, much like how the engine shows when one's inflicted with a status or shows what you're doing for your action on a turn. I thank anyone in advance for taking this up, if anybody chooses to do so, and with that, I bid you all a good day!
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Hello there. Right now I am trying to figure out how to implement a simple mechanic: Character A (Support Class) casts "Mana Shield" on Character B. Character B enters X State. Whenever character B will take HP Damage while on X State, Character A takes half of it as MP Damage and Character B takes the other half as HP Damage instead. Its pretty much this plugin but with the feature of splitting damage across two or more characters. Any ideas?
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Skill damage depending on the weapon currently equipped
JadeKrieger posted a topic in Editor Support and Discussion
Hello guys, im totally new just signed up today and i have a little problem and it will surly be not my lost one . I tried the search function but since my english is not that good im not sure if i missed a topic already discussing it so please bear with me and sorry for any inconviniences. Here the scenario ingame. The actor picks up a book from which he learns a skill called doublestrike. In battle he can switch his weapons. this is working fine so far. However if the actor is in battle and has a flashlight and uses the skill he does twice the dmg since they are based on the same skill. (still working fine ^^) When he now switches to the katana he still does only twice the dmg of the flashlight. Here is the troublesome problem What i wanted to know is if there is a way (preferably without scripts) where my actor can learn a skill through a book which damage depends on the weapon the actor is currently carrying. Example (the actor has already learned the skill): when he has the flashlight equipped (base damage 10) and uses the skill he does 20 damage when he has the katana equipped (base damage 30) he does 60 damage with the same skill thank you everyone for sharing your interest and helping me -
I've been wondering, is it possible to create a system that allows combat outside of the actual battle scene? As in, being able to attack and activate a few skills in a manner similar to that of the Legend of Zelda games? I've been playing around with different ideas, but I have pretty much no knowledge of scripting, and events can only do so much . So is there, or is it theoretically possible to make, a script that allows what I've described? Thanks!
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Trilogy Battle System For Simple Emergent Complexity (Creative Commons) EDIT: so after doing a little more work on this, I am starting to notice an emergent pattern of complexity with this system that makes it very Its very easy to use to make certain situations arise. I encourage people to play around with it to discover what can be done with this game type. So I've been doing some work the last little bit on how to make enemies that make things interesting and really make the player learn how to use their skills and force them to use different skills, not just spam the same string of skills again and again so this is my idea I have been operating with so far: every time a player uses a skill on an enemy, they de-buff an enemy skill AND buff an enemy skill. I was thinking along the lines of making a cross between a fighting game and an rpg and how each move has a risk and reward attached to it, whether in the context of leaving the attacker vulnerable to skills based on position while also hampering the offending parties incoming attack . The monetary buff/de-buff , SO FAR only lasts the one turn with all enemy attacks based on a stat, attack, speed, A-S-D. A Skill = - Speed, + Defense, S Skill = - Defense, + Attack D Skill = - Attack, + Speed It's still in the early phases, but the idea I have so far is for enemies attack patterns to be based on this triangle. For example A Dwarf's skill patterns ( / designates randomly which attack it will do) : A, S, S/D, D/A, A, S,S, D/S/A/ Other elements of this battle system Battle actions fall into three categories: Skill, Ability, Enchantment. Skills build TP for Abilities and Skills, Abilities would be considered magic, special abilities, extra strenuous abilities (example: Warriors, big wild and meaty can use war cry as an innate skill but Squires, timid , innocent and coffee boys probably need to work up the courage (through multiple encounters of combat) to execute such a move, thus for the squire, it is an Ability) and enchantments effect all users, I'm thinking flipping stats characters are proficient in (still under development) Probably not with all battles, but my end goal is for battles to build up to a climax moment, a big burst attack / or burst attacks similar to how in golden sun, the player had the option of strategically playing djinn in certain combos, building them up to when they can unleash the summon. I am working on a demo where I am experimenting with trash mobs but of all trolls/dwarfs/slimes. Also currently, because I just began this demo, battles are 1 v 3 , player vs Mob. This is just the rough Idea so far and I am curious as to what the community thinks, potential pratfalls, or problems.
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So i'm starting to get an idea of what i'm going to do for my combat system. Still needs to be fleshed out. I want my project to have the general controls of Rogue. Turn-Based, enemies only move when you move, etc. This will not feature random dungeons or permadeath, so this will not be a roguelike. I want to implement an AP system. Whenever the player uses any sort of attack, they use AP. You regain +1 AP every time you move a square. I also want to simplify or remove any extra stats. HP, AP, ATK, and MAT are the only stats I want to use. Numbers will also be made smaller in scale. All(or most)of this I want to do without scripts. What would be your advice?
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Since my game uses a simple turn-based battle system (Yanfly's Ace Battle Engine specifically), I'm trying to think of ways to make the battles more interesting for players so that they don't get dull. I want to add team skills, as in skills that two party members use simultaneously, with DoubleX's script. However, instead of introducing this as just a fun add-on, I want it to be a core battle mechanic. Here are the basic ideas that I have so far: The game will be balanced so that team skills are necessary to win against bosses and tough enemies without grinding (or really good luck). Of the 8 party members, every potential pair of characters will have team skills available. Maybe 2-3 per pair? They will cost TP rather than MP so that the player can't just spam them and chug mana potions to quickly win battles. They're a valuable resource and must be used carefully! There will of course be lots of regular old single-character skills that cost MP. They'll be enough on their own to beat weaker enemies, and will have to be used intelligently alongside the team skills to win difficult battles. Some team skills will unlock on level-up, and some will unlock as the story progresses and a bond develops between the characters. Do you think that this sounds fun and interesting? Are there potential pitfalls that I haven't addressed? Any and all suggestions you have would be greatly appreciated!!
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New member, not sure if this is the right place to post but.. My friend and I just purchased this software about a week ago. We're nothing special but we've got big plans. We're working on a game that's based in this time period (details aren't too important). We're not really fond of the combat system that the game comes with. Is there any way to implement a new one? I've seen vids of games with a side-view, but is there anyway to add anything else?
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Hullo. I had a theoretical idea for a monster tamer combat system; it sounded rather interesting in my head, anywho. I would like some feedback on the concept, to those willing to lend their input. For the unaware, a monster tamer game is centralized around the idea of capturing monsters and training them for battle. Pokemon, Monster Rancher, and Digimon World are prime examples of a monster tamer. The Concept First off, the foundation of this system runs on an active time battle system. Regardless of whether or not the player gives any direct input, both sides will continue to battle one another. Frequency of attack is determined by a party member's or enemy's speed statistic. Think Final Fantasy VI or Final Fantasy IV. Secondly, the player can have up to four members in their battle party. This will consist of the player's tamer character, and up to three of their captured monsters. Now then, onto the actual concept itself. The player can only control one character (initially): their tamer character, who can support and battle alongside his/her monsters. Your monsters will battle their enemies based on a "gambit" system; a prioritized list of actions they will take based on certain conditions. (Think Final Fantasy XII) At first, your monsters will only have a few gambit slots to work with and configure, because they're stupid/disobedient. However, as you continue to use them in battle, you will unlock more and more gambit slots until you can create a complex list of actions for any situation. The number of gambit slots that can be unlocked varies by monster, and are also subtly affected by certain statistics. Lastly, the player's tamer character can take direct command over any of their monsters, and control their actions/attacks in battle. However, the tamer can only control one monster at a time (This may upgrade to two once the tamer has gained enough experience as a tamer). Furthermore, while a tamer is directing a monster, they are unable to attack or take any actions of their own. Releasing control of their monster will set their action bar back to 0, as well as the formerly controlled monster's. This will also give a bonus to "synergy", which helps to speed up gambit unlocks, and allows the tamer to unlock "combination" attacks/abilities with their monsters. That's pretty much the basis of it. Does anyone have any thoughts, opinions, comments, feedback, criticism, etc? If so, do tell.
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Hello community, Galve here, I was wondering how some of you decide on abilities for classes to make them interesting in combat. Since combat takes almost 1/3 of the time in a typical RPG, I believe it should be rewarding and interesting. In some RPG's, especially the ones with random turn-based encounters, I found that some players want to skip combat entirely. However, the combat system is another forum post. For now, I would like to know how you make interesting abilities in a turn-based or time-based battle system. Here are some questions to consider: What are the thoughts that go into balancing abilities against each other? How do you go about determining resource cost? (mana, MP, whatever) How do you make an ability that won't be replaced by a more powerful ability? How do you decide which abilities a class gets so that it feels like a class. What are the thoughts you have about synergy between abilities? I have an example of a mage-style ability set that I am working on and it looks like this: Starting Spell ==> Follow Up Spell ==> Hard Hitter Spell==> Recovery Spell Starting Spell: Conflagrate This is a cheap spell with modest damage. It gives the enemy a powerful burn-style debuff that burns through their health. It also raises the target's agility. So when you cast this spell on a monster or player, they take damage and recieve a burning debuff and a boost to their agility. The player wants to cast this mostly for the burn debuff. Follow Up Spell: Smolder It grants a strength buff to the target. It does damage and it lowers the target's magic defense (spirit). The player wants to cast this for the spirit debuff. Hard Hitter Spell: Fire Storm This spell does massive damage costs a lot of mana and removes a magic defense (spirit) debuff. The player wants to cast this for the damage. Recovery Spell: Cinderspark This spell recovers the caster's mana, removes a strength buff and an agility buff on a target, and removes a burn debuff on the target. The player wants to cast this to recover mana. Each of these spells can be cast independently, but they are designed in such a way that the player will want to use them all at some point. The idea behind this ability set is that the mage character can do a lot of damage by delaying Cinderspark as the burn debuff is quite powerful, but they will quickly run out of mana using the other spells. Additionally, if they have another method of recovering mana, they can do extreme amounts of damage but the monster's strength and agility will be substantially buffed the entire time. I would like to know what you guys can come up with and any ideas you might have for interesting combat abilities. What do you all think about my example above? Go ahead and share some of your favorite mechanics from other games as well.
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Darune, The Fate of War
HellKiteChaoS posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
I've had ideas about this game for years now. Ever since I started tinkering with RPG Maker 95 long ago, I've wanted to make my own game. Not knowing a lot about events and scripting I never really finished a game, just bits and pieces. However, now that I’m older, have a job working with basic scripts I have a better understanding of how they work, and how events work. I set out to create a game, with a unique story line with more than just one linear path. A story that as the player progresses through the game, a deeper story helps pull everything together and answers all the missing pieces. In my synopsis I will give part of the story to the game, explaining pretty much the base overview of what is going on without giving away too much. If anyone would like a little more insight on it, simply send me a PM. Note: This game is for non-commercial use. 4 playable characters A strategic and balanced battle system Unique challenging boss battle scripts Challenging dungeons that will test even the most skilled players Several open field maps filled with side quests that will help reward the player Secrets are spread about the game, don’t be afraid to look around Again this game is in its early state. Anything on this page is subject to change. PLEASE, if you have any opinions on anything on this post feel free to give me your thoughts, both good and bad. This is my first project and I know its a massive one to take on from what I have so far, but I feel if I can knock this one out of the park the others I make will be that much easier. Any suggestions you may have is welcome too. I will be checking this post daily to answer any questions anyone might have. And finally, thanks to everyone who helps and supports my game. -
The point of this post is for ideas. If I end up using your ideas in my game, and if I ever finish it, I will put your name somewhere, it is my first game, so I plan to do it right and credit anybody worthy of it. I would very much appreciate any ideas for a title of a game, or any in game functions that would be nice to have or fun to have in this type of game. I would very much hope to get the game done by 2015, which gives me a lot of time, But considering that I can't even finish a 6 hour drawing, who knows how far I'll get. If I come up with a demo, I'll post it asap once I find out how. Comic sans is quite a nice font. Anyways, I'm currently working on a game, and I'd like title ideas and ideas for a future plot. So far I have mostly ideas, and the database is well on it's way. The class system is finished, and I will go into sprite design later, Much later. The game's lore is very simple at this point, I have not even a name for the land in which it takes place. I'm an odd person, and it reflects on my game. It's a very light game, quite happy, with rather dark themes, and it goes towards ruins and wrecked societies, which plays into the plot. I suppose that part and the aspect as you have very little direction as to which way to go could be a direct consequence of my lovely experience with Dark Souls. One of my themes I've thought of so far would be shown through the king, who gives most of the tasks in the early and late parts of the game. Early in the game, he is quite nice and is interested in what you have to say, but as time goes on he begins to become secretive and gives less of a damn about what you think, and he begins to feel better than you, and acts condescending. The lore is based on elements and the power to manipulate them, and how it is rare to be able to, but is a useful gift. Along with the elements, there is a constant war going on between them, as they loath each other entirely, and darkness has seemingly vanished, but as strange behavior of wildlife begins to appear, civilians begin to question their authority, who refuses to tell them anything. You play as a character who is upbeat and rather ignorant, doesn't question many things. As he progresses, he begins to question, and then begins to become critical, which could be emulating the process a child matures. Mostly though he's really ignorant and happy, because everybody loves to act like a child now and then. Anyway, On to game play. The scripts I am using are as follows, they all work and I am very pleased with them. If any makers of these read this, Thank you for your fantastic scripts, I am quite satisfied with them. Animated Battlers - Jet ( http://www.rpgmakervxace.net/topic/500-animated-battlers/ ) (Using animated battler sprites from Holder, those are great too. Very well done.) Adjust Limits - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/core-scripts/adjust-limits/ ) Ace Equip Engine - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/ ) Shield Blocking - Mr. Bubble ( http://forums.rpgmakerweb.com/index.php?/topic/2980-shield-blocking/ ) Equipment Requirements - Fomar ( http://www.rpgmakervxace.net/topic/1320-equipment-requirements/ ) The game consists of 11 classes for the 2 main characters, and 2 extras for fixed class characters. Each class has a necklace, courtesy of Yanfly, which adjusts their limits appropriately. Necklace effects will be in parentheses next to the class. Fighter Classes Warrior, 1H Sword. (+ATK, +HIT, +CRIT) Fast and durable DPS. Bruiser, if you will. Medium defense and overall damage. Berzerker, 2H Sword. (-HIT, -AGI, +CRIT) Slow and massive damage burst. Lots of attack buffs, ATK Nuker. Massive single target damage. Knight, 1H Sword and Shield. (+TGR, +MHP, +DEF) A standard tank, very beefy, equipped with high defense plate mail and a shield, capable of blocking, courtesy of Mr. Bubble. Rogue Classes Thief, 2 Daggers. (--TGR, +AGI, +CRIT) A fast thief, who can provide bonus agility to the entire team and gives bonus gold gain. Is very stealthy, hardly noticed by enemies. Assassin, Katana. (+ATK, -TGR, +CRIT) As the name says, they're powerful assassins. They do % based damage and can shred enemies down for the bursters to finish off. High single target damage. Trap Master, Trap Set (+++AGI, +HIT) The trap master has double agility, allowing for almost always attacking first, and his team cannot be surprised. He has large crowd control. Magic Classes Sorcerer, Staff (+MAT, +MMP, +MDF) A standard sorcerer with single target crowd control and DPS. Later has access to large AoE spells. Black Magician, Scythe (+MAT, +ATK) A massive damage mix of a Sorcerer and an Assassin, with powerful black magic. This class can only be accessed later in the game, and is tough to find. A very powerful enemy, who is commonly named the Boss Slayer. Has access to missing health spells, powerful finishing moves. Works well with an assassin. Healer, Wand (+MHP, +MMP, +AGI) A powerful healer, who can heal his allies very quickly at the use of agility. His spells have a large cooldown, but are very powerful. Some can even defy death for a few turns. Ranged Classes Archer, Bow (+ATK, --TGR) A fast archer with knowledge of pressure points, providing access to paralyzing shots. High single target damage. Artillary, Cannon (+DEF, 1%AGI, -HIT) Massive AoE damage, very slow. as you can see, he only has 1% of his total agility present. Though slow, he is extraordinarily power, and has access to large AoE explosions, but they don't always hit. Fixed Classes. You can either choose Patch the Pumpkin King, or Visto, the Technician. Pumpkin King, Scythe (+ATK, +MAT, +DEF) Like a black magician, but less offensive and more defensive. Focuses around the dark magic of the pumpkin patch. This is halloween, this is halloween... Technician, Wand (+MMP, +MAT, +AGI) A class that can send his advanced drones to ravage enemies armor, or can output pulses of energy to slow down and stun enemies, or demolish their mana pools. Those are the classes, and I can't wait to see them in action. They will have skills that can be linked together, and I'm still pondering whether to put in a skill shop system, or whether I should just have them learned per level. That's another thing I'd like input on. If you read the whole thing, Thank you very much for your interest, I'm very passionate about it and can't wait to see it finished. P.S., There is also a crafting system, and a refining system for weapons and armor.
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Gameplay and story are one thing. You interact with the environment in order to progress through the story. Battles are a completely different aspect. Battles are used for for filler, roadblocks, challenge, meta game, and even the end game objective. Gameplay for battles aren't hard to figure out in most: select attack or skill, select target, let the sparks fly. Developers add a few twists to with with different abilities, states, resistance, etc. but it all boils down on how often the player will be put through this. I can't tell you how many times I've played RPGs having battles used as just filler and character stat progression. The story, environment, and world is what makes it interesting and more fulfilling to continue. I know that the later levels will include me and two others using our skill and items to take down the health bloated monster. But does it really have to be such a struggle to make it to that point? Am I really focusing on the story now or am I focusing on how many feinds it will take to get another stat point to add to my dexterity. Unless the battles are unique every time I enter one, it will seem unnessesary to me to even try. Are my reasons far fetched? Do you agree or disagree with my points? Call 1-800-combat5, and see if the rest of America is with you.
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Okay, my current project is trying to put a little strategy back into a simple front view battle system. The premise is that when fighting monsters (non human enemies) the monster hunter classes can us 1 of 6 attacks against the monster. Each monster type (slime, rat, bat, etc) is weak against 1 of the attack types and strong against another(shown in the in game codex as well as a short tutorial). If you use an attack that the monster is strong against they not only don't take much damage but they do some sort of special counter attack or ability. Then to put a throttle on how many special attacks you can make I set up all special attacks to take 12 TP and then set up normal attack to provide 0 TP on hits, and set up guard to return 6 TP. So, guard becomes useful again because to set up a special attack you have to guard. All monsters also have a pretty hefty defense rating so you can't just tap attack during every fight and expect to be efficient. So, what I would like to discuss is how to put in a system that works with this but is tailored for human type enemies and another one against ghosts/zombies/skeletons. At first I thought about adding major normal type elemental attacks (fire, ice, earth) effects to a different class called Runic Knights who apply runes to their weapons and armor that adds elemental damage, skills, and resistances. So the Monster Hunter class is there to take down the monsters, and Runic Knights take down Assassins, soldiers, archers, etc. Then I also have an idea for Runic Monks who are like a combo between clerics and priests. But so far I can't seem to make the Runic Knights and Monks... special. They are just sorta... bland. Any help would be appreciated! (and a credit for game design included)