Author Topic: OmniRPG - Battle Engine Discussion  (Read 33661 times)

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Offline stevon8ter

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Re: OmniRPG - Battle Engine Discussion
« Reply #75 on: December 08, 2012, 05:27:06 pm »
Yeah ok i think that's a fair compromise...
And the player will be happy as well i think :p
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Offline TIfanx1999

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Re: OmniRPG - Battle Engine Discussion
« Reply #76 on: December 08, 2012, 09:35:39 pm »
What about a compromise?

We could handle weak enemies that occur all over the map like in an action RPG, so you can defeat those with pressing the attack and defend buttons a few times, and for very strong enemies, bosses and maybe some quest-related fights, we can use a special tactical battle engine. Doing this will also make the gameplay more varied, which is often a good thing.

It does give more work to code, but a lot of hands can do a lot of work ;).
I think that would make the system very awkward, unnecessarily bloated, and hard to handle from a programming standpoint. Since both ideas are almost equally popular we just need to choose one and stick with it.

Offline Sorunome

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Re: OmniRPG - Battle Engine Discussion
« Reply #77 on: December 08, 2012, 10:22:11 pm »
What about a compromise?

We could handle weak enemies that occur all over the map like in an action RPG, so you can defeat those with pressing the attack and defend buttons a few times, and for very strong enemies, bosses and maybe some quest-related fights, we can use a special tactical battle engine. Doing this will also make the gameplay more varied, which is often a good thing.

It does give more work to code, but a lot of hands can do a lot of work ;).
I think that would make the system very awkward, unnecessarily bloated, and hard to handle from a programming standpoint. Since both ideas are almost equally popular we just need to choose one and stick with it.
arpg still has more votes :P
and that idea isn't too bad, that for heavier battles it is a bit more turn-based, and then stuff like other enemies or houses or map scrolling are not available but it is still more arpg like (i hope you get what i mean)

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Offline TIfanx1999

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Re: OmniRPG - Battle Engine Discussion
« Reply #78 on: December 09, 2012, 12:35:50 am »
No, I'm not really sure what you are suggesting Sorunome. Could you try to elaborate? It seems that we are going to have a muliparty system regardles of wether we do an arpg or an turn based system. The reason i say i cant see both working is that we would need to create two entirely different battle systems to handle multiple party members. Not only that, but most likely they'd need seperate interfaces to handle commands and item usage( an arpg is minimalistic and turn based rpgs tend to be menu driven). I really dont see the justification of doing such a thing. Then u also have the issue with how attacks are handled collison based (arpg) vs accuracy and evasion tables (turn based) Also, design wise equipment hp levels, and items tend to be way different in the two systems. In zelda for exaample you have maybe 20 hp (80 if you count taking 1/4 damage), where as in something like final fantasy characters can easily have over 9000 hp.

Also, although arpg is ahead in the pole turn based isnt far behind (i said they were close too equal). At some point the design team has to decide which is the best implmentation for the game. In this case, the poll should be used to see how people feel. Not the be all end all answer in my oppinon. We who are actually developing it seem to favor turn based as the best solution, and the important thing is that a good solid game is produced in the end. Not something that is cumbersome and pleases no one.
« Last Edit: December 09, 2012, 12:39:10 am by Art_of_camelot »

Offline Sorunome

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Re: OmniRPG - Battle Engine Discussion
« Reply #79 on: December 09, 2012, 12:42:19 am »
well, what i mean is normal enemies arpg-like and then like bosses or some other enemies, if you fight against them, it goes into a new engine which is more optimized for fighting and has less other features, like it doesn't have a scrolling map or other events anymore, maybe that can give us enough speed then, or it could be like in knights of the old republic, it is turn-based but the enemies are on the map and you fight them on the map.

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Offline Matrefeytontias

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Re: OmniRPG - Battle Engine Discussion
« Reply #80 on: December 09, 2012, 03:10:27 am »
Hey, it's like Pokemon Team Rescue (or whatever you call it in English :P in French that's Pokemon Equipe de Secours). You move on a smooth-scrolled map a tile at a time, and enemies goes at the same speed as you. So when you're in front of an enemy, you can only beat him in a TRPG battle, but on-map. I kinda like that idea :D

EDIT : I remember, that's Pokemon Mystery Dungeon.
« Last Edit: December 09, 2012, 04:27:11 am by Matrefeytontias »

Offline aeTIos

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Re: OmniRPG - Battle Engine Discussion
« Reply #81 on: December 09, 2012, 09:07:16 am »
*late idea*
I like the battle engine of Pokemon Mystery Dungeon a lot actually.
edit: f*ck, I did not read the above posts but I posted from the first page. Kinda coincidental that PMD was just being talked about.
« Last Edit: December 09, 2012, 09:09:08 am by aeTIos »
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Offline stevon8ter

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Re: OmniRPG - Battle Engine Discussion
« Reply #82 on: December 09, 2012, 09:15:34 am »
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
« Last Edit: December 09, 2012, 09:17:19 am by stevon8ter »
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Offline epic7

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Re: OmniRPG - Battle Engine Discussion
« Reply #83 on: December 09, 2012, 11:27:33 am »
That's pretty cool acually.

Offline Sorunome

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Re: OmniRPG - Battle Engine Discussion
« Reply #84 on: December 09, 2012, 04:36:18 pm »
I think we have to start to seriousley settle down on one battle engine so that coding can start.

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Offline stevon8ter

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Re: OmniRPG - Battle Engine Discussion
« Reply #85 on: December 09, 2012, 04:40:41 pm »
Yeah that's what i think as well

I think we have around 5 reasonable ideas??
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Offline Sorunome

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Re: OmniRPG - Battle Engine Discussion
« Reply #86 on: December 09, 2012, 04:52:43 pm »
turnbased
that one up there
knights of the old republic style (turnbased-arpg mix)
full arpg
...

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Offline willrandship

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Re: OmniRPG - Battle Engine Discussion
« Reply #87 on: December 09, 2012, 07:40:38 pm »
If we go turn-based it should have a time bar, or the equivalent in its code (ie FF10) so that speed gets properly balanced. It doesn't have to be a real-time animated bar, but it would be cool if it was.

I agree with the idea that we need one consistent system. ARPG doesn't make sense if the coolest battles (the boss fights) are just turn based. ARPG bosses are only a little more complex than regular enemies (bigger script, bigger sprite, event tied to death)

Offline aeTIos

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Re: OmniRPG - Battle Engine Discussion
« Reply #88 on: December 10, 2012, 03:19:22 am »
as said, I like the mystery dungeon battle system a lot. It's kinda full of action, can use long range attacks, but you also have enough time for thinking up a strategy.
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Offline TIfanx1999

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Re: OmniRPG - Battle Engine Discussion
« Reply #89 on: December 10, 2012, 07:57:54 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. :)
« Last Edit: December 10, 2012, 07:58:16 am by Art_of_camelot »