Knighterius 502 Posted September 27, 2014 So I have been thinking up ways of making the battles in my game unique but then I thought I won't be the one playing this game you guys will so what are your opinions on a good battle and what makes it memorable? Is it the strategy involved? The needing to grind to destroy your enemy with OP attacks? I want to make it interesting so please, if you have any thoughts tell me ^~^ From your very own Apple Seed, Knighterius. Share this post Link to post Share on other sites
TheoAllen 830 Posted September 27, 2014 These are just my personal opinion. - A good battle system is not putting any single useless skill. Make all skill useful depends on the situation. Of course it would be strategic - I like character customization. Choose the class and select the skill. It will be affect in battle. One of good example is Oscine. - Animation! Make it as fierce as possible. But don't make it too much effect. I mean, it should be satisfying. - That being said, I like sideview battle system with a good animation - Memorable boss battle, memorable encounter as well. I mean, you need to put an effort to defeat the encounter. Not just only typically weaklings that you can easily spam attack / skills to win. OOT : Now, that you mentioned "Apple Seed". The one which come into my mind was 1 Share this post Link to post Share on other sites
Knighterius 502 Posted September 27, 2014 (edited) These are just my personal opinion. - A good battle system is not putting any single useless skill. Make all skill useful depends on the situation. Of course it would be strategic - I like character customization. Choose the class and select the skill. It will be affect in battle. One of good example is Oscine. - Animation! Make it as fierce as possible. But don't make it too much effect. I mean, it should be satisfying. - That being said, I like sideview battle system with a good animation - Memorable boss battle, memorable encounter as well. I mean, you need to put an effort to defeat the encounter. Not just only typically weaklings that you can easily spam attack / skills to win. OOT : Now, that you mentioned "Apple Seed". The one which come into my mind was Hehehe, I have both Apple Seed one and two on DVD...but I don't remember the main girl looking like that...anyway! Ahh that makes sense, I essentially just have to give it depth and don't make it a button masher which I already had in mind. Animation is what I struggle at, honestly, I have a lot of work to do when it comes to animating, when I make more of the game I'll post it up for everyone to see but for now it's a little on the "early beta" side. Thanks for your reply. Edited September 27, 2014 by Knighterius Share this post Link to post Share on other sites
Necromedes 103 Posted September 27, 2014 In the end its a case of things being unique to your game. You can use the default battle mechanics but you can add a ton of stuff to it using damage formulae, battle events and a few scripts that you can pick up off of the forums. You can technically use nothing from the base battle mechanics at all and create a battle system from nothing but events. I've tinkered with that a few times myself but all of the number crunching started to get to me... 1 Share this post Link to post Share on other sites
TheoAllen 830 Posted September 27, 2014 I don't like button masher for turn based battle system. I can easily ragequit for playing that game. But timed hit is still acceptable. However, it's different for action battle system which reflex is more important at this matter 1 Share this post Link to post Share on other sites
magic2345 252 Posted September 27, 2014 The thing about random encounters is that it will almost always get repetitive after a while. So I'd actually put more effort into the boss battles or other systems. I have a principle for boss battles, if there are numerous tactics you can employ to defeat bosses and not just one single tactic, then it's a good boss battle. I want the players to think up of their own ways to defeat the boss. The feeling of comparing to other people "how you beat" the boss is what I'm striving for. 1 Share this post Link to post Share on other sites
Knighterius 502 Posted September 27, 2014 The thing about random encounters is that it will almost always get repetitive after a while. So I'd actually put more effort into the boss battles or other systems. I have a principle for boss battles, if there are numerous tactics you can employ to defeat bosses and not just one single tactic, then it's a good boss battle. I want the players to think up of their own ways to defeat the boss. The feeling of comparing to other people "how you beat" the boss is what I'm striving for. Ooo!!! Yeah!! Like the player can have a few strategies to sort of like choose from to defeat the enemy. I like that idea! So they could go full on attack with a bunch of swords or...ooo!! I like it! Good idea, my favourite chicken! In the end its a case of things being unique to your game. You can use the default battle mechanics but you can add a ton of stuff to it using damage formulae, battle events and a few scripts that you can pick up off of the forums. You can technically use nothing from the base battle mechanics at all and create a battle system from nothing but events. I've tinkered with that a few times myself but all of the number crunching started to get to me... And yeah you're definitely right, Necro, it'll make for a unique gameplay that way but I feel that'll be a lot of work that'll pay off. I don't like button masher for turn based battle system. I can easily ragequit for playing that game. But timed hit is still acceptable. However, it's different for action battle system which reflex is more important at this matter A part from boss battles I don't mind being able to button mash my way through so random encounters if I am in a hurry but I don't want the player to be able to do that if they are a weak level. Share this post Link to post Share on other sites