SpuddyFerret 90 Posted June 15, 2017 Hello there! My name's Dominic and I'm currently developing an RPG called ​The Legend of Jerry Quiver: Rise of The Dominion​ using RPG Maker VX Ace. I've been working on it for about 1 and a half years now with my game artist Joori. The game itself currently uses a JRPG battle system while it also has an overworld with visual novel like cut scenes. These show two characters on different sides of the screen talking to one another. To give a short summary, the game is about Nathan Quiver, the young son of a legendary hero called Jerry Quiver, who travels around the continent of Griffindale with his companions to follow his father's legacy and to go up against his father's once defeated arch-nemesis. The game has a central theme of legacy, which is explored in a variety of different ways during the course of the story in Chapters​. For example, one chapter called the Pandora Chapter focuses on a character called Charise who wishes to resurrect his deceased mother to keep his legacy alive, while the Revelation Chapter focuses on a girl called Asteria who rejects her legacy before her and attempts to make her own. Here's some screenshots of the game, and the visual novel mechanic in work. The battle system in the game is lacking: it is lacking because it's overused, and I want a battle system that reflects and shows the power of friendship and teamwork in a different and more insistent manner. The idea I have is to use a battle system focused on position, and depending on where the party members are, can either attack or defend to a small measure to a large scale attack on opponents. This will most definitely show the theme of friendship: a major theme in the game's story. Here is the battle system concept: I tried to not make it too messy. I have a very bad graphics tablet. 1: Basics ​ This battle system is supposed to reflect the importance of positioning, and the use of positioning to create strategy. The layout of the battle system looks like this: These dots are the places where the characters will reside in. The player can swap them around by telling character A to go to character B's place while B goes to A's place, and so on. Like this: This is important because a character such as a melee character can only attack in one lane, so it is important to switch characters around. A character can move behind another character in the same column: This will be explained in position boosting, but this is used to either protect or help a character. You can even have all your party stacked in one row! A character can only attack, defend or use items such as potions. The more​ characters there are in a row, the more ​vulnerable​ they will be. 2: Position boosting and Moves Position boosting in the battle system is the instance where a character can improve an attack or defence because they are in the correct position. Here is an example of the start of a typical battle. In this scenario, I want to attack the enemy, but I don't want to waste any time, and I want to defeat it in one hit. In the battle system, I can place a character behind another character to allow an attack boost. So for example, I put character A behind character B: If BOTH character A and character B both use an attack command, the damage dealt would be increased by around 1.25% and then around 10% for each other character added on. If you wanted to defend, you would do exactly the same thing, except you would use the defence command. 3: Melee, Range, Wind and Magic The battle system uses a rock paper scissors element system, but with a twist. It looks like this. Melee beats Wind. Wind beats Range. Range beats Melee. Magic is an outlier​. It has no weakness but no advantage either. It is used for healing and status effects. It will be a type used by bosses to give the players the challenge of attacking a foe that has no specific weakness. 4: The Importance of Grant Winters You might be wondering by the title, who is Grant Winters? Here is our friend Grant! He looks cool, right? please don't steal him Grant Winters plays a very important role to the player because he uses magic. As said before, magic is an outlier. This makes Grant different than the other characters the player uses because Grant has no weakness but also, because Grant can't actually attack or defend himself. In return for this, Grant has the ability to heal others in combat, depending on where he is placed. If you place Grant behind a character, he has the ability to heal that character. But also, Grant can heal characters beside him. You can heal all the party in this formation: This will make Grant a vital character to protect. This concept is used to as well as making the player also focus on keeping their team alive, but also to reflect the value of friendship. 5: Enemies There are two different types of enemies. There are Normal, and there are Boss. There is not much to say about enemies, as they act as individual units to their companions. A normal enemy cannot​ attack or defend with another enemy, but however can move behind a enemy to withstand incoming damage. 6: Boss Characters Boss characters are unique as they all have different strategies to defeat them. As mentioned before, bosses can also be Magic users, which can prove to be challenging to take down. Also, Boss characters ​do use position boosts.​ However, Boss characters can only use their goons to attack, and not defend. This shows that these goons aren't really friends with the Boss character, and that friendship means you must sacrifice sometimes. 7: Graphics, Database and Camera ​ I'm not too fussy about the graphics. It would be fine for the characters to have their overworld character using their walking animation. The animations would be used from the in-built database. Also, the different combinations of moves should be taken from the Database to make it easy to change the moves quickly if there is an error. There should be a battle camera to zoom out when the player moves a character behind another. If you are interested in the job, I will be willing to tell you the full plot, themes and characters of the game, which may give you a bigger picture of what the battle system reflects. Also, the title of this thread does say free work, but when the game is commercially released, you will of course be able to take a sample of the cut. ​Please take into consideration that I cannot promise you anything, hence the title! So in summary, I am looking for a dedicated​ ruby script programmer who can construct this battle system in RPG Maker VX Ace. If you want to work with me on this, please send me a personal message using the website! Thank you all for reading! Dominic Share this post Link to post Share on other sites