Author Topic: OmniRPG - Battle Engine Discussion  (Read 25586 times)

0 Members and 1 Guest are viewing this topic.

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4688
  • Rating: +718/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #90 on: December 10, 2012, 08:16:30 am »
I haven't played Pokemon mystery dungeon, but I checked it out on Youtube. The battle system it uses looks pretty good. I defintely think we could use something similar. I may have to find a copy and check out the battle system further. :)
Yes, "research" might be something I need to partake in as well >.> I like the idea of having a turn-based system because, as has been mentioned, it allows for really cool graphics in battle.

Offline V1mes

  • LV3 Member (Next: 100)
  • ***
  • Posts: 83
  • Rating: +7/-0
  • Ma-Heki!
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #91 on: December 10, 2012, 08:20:57 am »
I prefer turn-based too, it allows for more complex/interesting strategies and mechanics imo. Plus the above ^.^
Nom nom nom

Spoiler For Do a barrell roll:

Offline stevon8ter

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #92 on: December 10, 2012, 08:22:35 am »
Hmmm maybe i should change my vote from arpg to turn based, then turn based has 1 vote more then arpg
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4688
  • Rating: +718/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #93 on: December 10, 2012, 08:28:15 am »
I realised I never voted, now it is tied >.>

Offline stevon8ter

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #94 on: December 10, 2012, 08:30:30 am »
Now turn-based has 2 votes more then arpg , so i think the possibilities and avaiable speed allows us to make a good turn based, but we already came across 4 turn-based things that all looked cool

So now we should decide which one to implement
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline epic7

  • Chopin!
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2200
  • Rating: +135/-8
  • I like robots
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #95 on: December 10, 2012, 11:08:27 am »
We should just get the heads of story/coding to discuss and decide which would work best for the game.

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #96 on: December 10, 2012, 12:53:31 pm »
Silly question - if the battle engine is turn based, will enemy be on left or right? (up/down/etc)
Sig wipe!

Offline pimathbrainiac

  • Occasionally I make projects
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1731
  • Rating: +136/-23
  • dagaem
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #97 on: December 10, 2012, 12:57:06 pm »
enemy: right upper

player: left lower
I am Bach.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #98 on: December 10, 2012, 01:03:35 pm »
Actually, it doesn't have to be only left/right. There are many different ways turn based could be done.
*edit* More thoughts
I haven't played Pokemon mystery dungeon, but I checked it out on Youtube. The battle system it uses looks pretty good. I defintely think we could use something similar. I may have to find a copy and check out the battle system further. :)
Hmm... On the other hand, Something more Final Fantasy IV/Chrono Trigger like or Earthbound like Might allow for larger and more Epic looking sprites (especially bosses). Hmm...
« Last Edit: December 10, 2012, 01:12:26 pm by Art_of_camelot »

Offline stevon8ter

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #99 on: December 10, 2012, 03:00:03 pm »
lol xD

i kinda like this idea:


(skip to 4:00 )

EDIT: so you have a limited amount of energy, and you can do with the energy: use items, move player , attack

So the move can only go in specified direction for every player
attacks as well...

You're not just 1 player but you're 4 players on the field at the same time

I still think this is pretty awesome xD
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline pimathbrainiac

  • Occasionally I make projects
  • Members
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1731
  • Rating: +136/-23
  • dagaem
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #100 on: December 10, 2012, 03:04:09 pm »
I think that a regular Pokemon-like turn-based is the best

Reasons:

1) Easier to code
2) You can make BOSS sprites, as well as 8x8 overworld NPC's
3) It's a familiar engine... People can get used to new gameplay elements in the engine, while not being overwhelmed by the basic battle engine scheme
I am Bach.

Offline stevon8ter

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #101 on: December 12, 2012, 12:50:32 pm »
this is the idea i like xD (less complex ofcourse)
http://spele.nl/tactics-100-spel/
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #102 on: December 12, 2012, 02:37:39 pm »
A tactical RPG? I think I'd like to avoid that for this game. Even more simplistic battles tend to take a while in tactical RPGs. I can personally attest to this having spent countless hours on Final Fantasy Tactics Advance.

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #103 on: December 12, 2012, 02:41:26 pm »
A tactical RPG? I think I'd like to avoid that for this game. Even more simplistic battles tend to take a while in tactical RPGs. I can personally attest to this having spent countless hours on Final Fantasy Tactics Advance.
I agree. FFTA like games can take FOREVER to grind. Also, tactical RPGs are more for Stage-like structure, not for overworld structure.
Sig wipe!

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Battle Engine Discussion
« Reply #104 on: December 13, 2012, 05:30:48 am »
Indeed. Although, one very interesting structure for battle systems I saw was Radiant Historia. Your positions were fixed, but you could use certain moves to shift enemies around in a 3x3 grid. Enemies overlaid on each other both took damage from the same attack, so it was very smart to use. Imagine using 3 MP to start dealing double damage. Enemies moved back after you were done attacking. (The turn order was really funky. You could swap things around and stuff)