UncleDeadPool 0 Posted April 10, 2017 Heya! This is my Second post here, my first is a bug im having, so, Would you kindly give it a look? I've hit a wall i dont know what to do. Thanks! So, im making my first ever game, with a few basic mechanics and ideas but what i have in mind is this, each attack you give in battle would have a quick time event, so you can deal more damage. Of course missing all of the quick time event's would result in a miss, but if you get all of them right, not only will you deal more damage but your critical hit chance would incrase. For balancing porpuses i imagined a pretty dificult system, where the buttons that apear would be selected from a random set of predefined keys that you can press. And the speed you would have to press them incrase, or decrease depending on the level diference between you and your enemy. Defending from an attack would work in a similar fashion, if you get all of the quick time events right, you would decrease the damage recieved or dodge the attack, but if you miss them all, you would receive a critical hit As the game goes on, Monsters and bosses get more complicated attacks, making it hard to dogde the attack, while also making it harder to hit one. Every Skill would have it's own quick time event to make it more effective, and maybe even it's own animations. The idea here is to make the player feel LIKE A F*CKING BADASS when fighting a boss by dodgin their attacks with some cool animations playing while they tear their keyboards in half by mashing keys. The "Defend" option would be Unused and possibly erased from the fight screen, because of the system I Barely started making games and i know how ridiculous this idea is, but i really want this to work. Any ideas, suggestions and even criticisim is welcome. Thank you for reading my post! Share this post Link to post Share on other sites
dinhbat3 57 Posted April 10, 2017 Helpful Info: There are a few scripts that get similar results that could likely be modified and worked into what you are thinking: 1. Galv's Timed Button Attacks + Yanfly's Follow Up-Skills 2. MogHunter's Chain Command The each have their pros and cons of use and would have to be tested for compatibility with any other scripts you run, but they could both potentially accomplish what you want. Personal Opinion: I think the mechanic can be fun and or interesting, but it can also be very cumbersome. Though it is different, it has elements similar to LoD, and though I liked the game, there were many times I just wanted to get through the battles quickly, esp with the random encounter rate. If implemented well it would certainly make battles more interactive, but at the same time, it can be a pain when you looking to get through content/trash mobs quicker. Hope this helps! ~ Dinhbat3 Share this post Link to post Share on other sites
UncleDeadPool 0 Posted April 10, 2017 Thank you for you help! I know that if the player needs to "Grind for a boss" that mechanic would be troublesome, but the game i have in mind is completely linear, and there wont be many areas with "Random Encouters", most of the time, the battles will be scripted and there wont be side quests ( At least, for now ) This fighting mechanic will make up for the lack of fights that's going to have in the game, and also for many other aspects of the game such as, the lack of any "ORIGINAL" design, like the title screen is grey and the chracters are make from the tool given in game, there wont be anything custom made so i want it to be fun for the player. Share this post Link to post Share on other sites
Kayzee 4,033 Posted April 14, 2017 I will say about this the same thing I have said before: I don't really see the point unless there is some sort of tactical concentration behind it. Having an arbitrary reflex challenge in an rpg battle doesn't do anything but annoy people who don't like arbitrary reflex challenges. I mean is there any reason NOT to do everything in the most optimal way? I can understand, for example, setting up counterattack moves so you need to time your response if there are many times where you don't want to counterattack. Imagine if defending or attacking with a time moved took a little stamina. These are ways where having timed command/QTEs makes sense, the interactive elements are meaningful tactical choices not just arbitrary faffing about to make things seem cool. Making the player feel "like a f*cking badass" is a really cheep and shallow reason to add a mechanic to a game. Share this post Link to post Share on other sites