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Post by Manspeed on Mar 20, 2007 15:23:08 GMT -5
I've been doing a bit of research on Strat RPGs myself, particularly Super Robot Wars, as Namco X Capcom's battle system is like that and Tales of Symphonia (or any of the Tales game) thrown in a blender.
I figure that basing on Fire Emblem and FF Tactics is the best way to go, with a bit of Paper Mario action commands to make it more interesting. Mainly because Strat RPGs and Action RPGs are too far apart, even though that's the route NXC took.
NXC's battle system was like this: You move the unit across the board, but unlike most SRPGs, you move one unit, then the enemy moves one unit, alternating, instead of every one of your units moving, then all the enemies moving. Then, when you're withing range of the enemy, the game switches to a side view and you can wail on them by pressing the button with the d-pad directions, like in the Tales games. Using all of your attacks in one go nets you a bonus, like HP or MP. The characters have various attacks, and Multiple Assaults, which involve two units pairing up to attack and can be used after a bar is filled up.
Aside from that, the game is a pretty bare-bones SRPG. I mean, you don't even get anything for attacking the enemy from behind, and there's no difference between the single units and the two-character units, which as I've spoken of before, is basically just two characters glued together for the sake of being able to jam more of them in there.
I'd rather have all the characters fight on their own, and instead make it more of a deep SRPG that can be easy to learn, but hard to master, and isn't so repetitive after the eighth mission. It could have the unit friendship thing from FE, where you can get characters to interact with one another by putting them next to each other on the board. I also think it would be a good idea to borrow the item and magic system from FFT, so there won't be a hassle in having to give every character a totally unique moveset. The only really unique thing about each unit would the Paper Mario button commands for the attacks, and maybe some sort of super-strong attack that could only be done when close to dying.
Oh, and the story is still a work in progress. I might have to rethink the order I put the worlds in earlier.
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Post by Smashchu on Mar 20, 2007 16:34:20 GMT -5
It's battle system was like this: You move the unit across the board, but unlike most SRPGs, you move one unit, then the enemy moves one unit, alternating, instead of every one of your units moving, then all the enemies moving. Then, when you're withing range of the enemy, the game switches to a side view and you can wail on them by pressing the button with the d-pad directions, like in the Tales games. Using all of your attacks in one go nets you a bonus, like HP or MP. The characters have various attacks, and Multiple Assaults, which involve two units pairing up to attack and can be used after a bar is filled up. Good right up till then. That seems way to speratic to be playable. You have to learn two totally differetn playing styles to actually play the game. I think you need to think out the idea a bit longer. They have potential, they just need a little more time before they are warm and yummy.
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Post by Flip on Mar 20, 2007 16:35:04 GMT -5
That doesn't sound too bad, but do characters act in order based on Speed? So your fastest hero goes first, second fastest is yours, then the third is an enemy, back to you... etc.? Or is Speed just like... Evasion and such in actual battle?
And I kinda like the idea of entering battle and then getting to control it action-rpg style ala Tales. That's pretty nice.
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Post by Manspeed on Mar 20, 2007 17:09:40 GMT -5
That first paragraph wasn't my idea. I was telling you guys about NXC. The second one is all my ideas and how to correct the ones from NXC. Unless you didn't think those were my ideas, did you?
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Post by Smashchu on Mar 20, 2007 17:20:07 GMT -5
That first paragraph wasn't my idea. I was telling you guys about NXC. The second one is all my ideas and how to correct the ones from NXC. Unless you didn't think those were my ideas, did you? *Re-Reads* Oh, I see. Carry on then.
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Post by Manspeed on Mar 20, 2007 18:28:00 GMT -5
I've been looking up things about other well-known Tactical RPGs, and I have to say that there's a lot of cliches, as well as a lot of things that can be unique. A friend of mine told me that making it Nintendo-themed is the most unique thing about it. That can't be true.
This thing needs something that no other SRPG has. It can't be extravagantly boring, repetitive or easy, and it needs replay value in addition to a compelling story.
I had many thoughts concerning the story. I first considered going the Disgaea route and having multiple endings, then thought about basing the plot directly off the games that are being crossed over, like in Super Robot Wars. I also thought about having a part where your choice of something in the game affects where the story gets taken. Any opinions on this? Which would work best?
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Post by Smashchu on Mar 20, 2007 21:23:35 GMT -5
I think you shpuld do what Paper Mario did. A lot of the replay value comes from the quikey, humerous story. I'm going to try that.
I also need to do more with this game. Maybe I'll get your AIM and we'll help each other out. Thats what I did with BooDestroyer.
Also, totally checked out Namco X Capcom. Really cool idea, but it looks a bit speratic.
Now, two things that Rob-ert reminded me of. The first is my Ally system. It works like Fire Emblem. When Characters are close to each other, they get Buddy Exp. When it hits the right number, their Buddy Level goes up.It differes between charracters. 3 spaces away gives you 1, two gives you 3, and one gives you 5. After they hit the right number, go search them out on your ship and listen in on their conversation. They will Levels up. The fist is Coherts, then Buddies, then Ameigos(did you get the reference?). If your leader(Mario or Link) Lvs up, you have to look for them your self. If Link and Mario's Lv up, it will be done automaticlty.
Now, the effects. First, once you hit Coherts, you'll get a buddy bar. The closer you are to your partner will fill the buddy bar. When max, you will activate a Buddy Bonus. This will differ between characters. For instant, Link's ups Def. and Marth ups critical hits. The bad news is that as you move appart, it lowers. If you move 5 spaces or more, the bar drains, and you can lose your max. The good news is that you can get the bar to fill faster. So if Mario is buddies with Link, Peach and Luigi, they can all fill up his bar.
What I might do, is that once the bar is full you can activate a skill with one ally. I'll have to work it out more. Like, what will higher levels do. Will they fill it faster. Will the bonus be better?
Now, a little more on battle. When you attack, you'll enter a FE like mode. Here you do all your action combinations and what not.
Also in Battle you have 4 types of moves. Long Range, Short Range, Medium Range, and Specials.
LR:Can attack from 2 spaces away(or more), but can not attack directly SR:Can attack adjecent foes, but not far away ones. MR:Can attack both SR and LR, but is weaker Special:Other moves that sdon't cause Damage(Peach's Heal and Nook's Buy) Now, this is assuming I use counter attacks. Now, when in battle, it works like Paper Mario, action combination, and what not. The twist iss the Fire Emblem(inspired by Kirbychu). You attack, they attack, then you attack. When attacking, you can use all action combinations, but when counter attacking, you an only do the Guard.
Now, when you attack you chose one of your four moves. But, after that attack you use those when counter attacking. Also, if you use a skill you can't use it in a counter attack. If Mario attacked with Super Hammer, he will counter attack with just Hammer.
Now, lastly is badges. This is the imnsentive to play older levels. You can equip them with the characters BP. Basiclly, it's the same. Examples... Buddy badge:Ups the charge for the buddy bare Choice Band: Leaves you at 1HP is attack is leathal Counter Actions:Can use Action combinations with counter attacks
So thats it for now.
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Post by Manspeed on Mar 21, 2007 14:07:18 GMT -5
I kinda like that buddy system. Sounds sorta like some type of "dating sim" aspect, or the optional sub-plots between the characters in FE.
Also, I don't have an AIM, so I supposed we could resort to PMing each other if all else fails, Smashchu.
I figure that there'd probably be some scripted battles in there somewhere, where you have to use certain characters to advance the story.
One other idea that I've been toying with that probably wouldn't be good in the long run is the addition of sidequests that deviate from the game's Tacticals RPG core, in an effort to spice up the game for those who aren't hardcore fans of SRPGs.
For certain boss battles, you'd pick one of your characters and send them into a real-time Tales-type 1-on-1 fight against the boss. I'm not sure if the Tactical fans would like this though.
For optional side missions, you'd form a party of four of your units and send them off to accomplish a task, where battles are fought more like the the old Final Fantasies. This seems a bit better than the above idea, but it's also optional.
The last thing I thought of was having areas where you can explore and do stuff, like in Shining Force. I think the Tactical fans might find it a bother, but not as annoying as the real-time battles from before.
So are these ideas good or not? Should I just stick to the old-fashioned SRPG formula?
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Post by Smashchu on Mar 21, 2007 21:24:00 GMT -5
I would just focus on the core gameplay rather then trying to add new things. Maybe a minigame would work, but I would limit it to that.
Also, the guy who sells the badges(and runs the shop) is the Happy Mask Salesman, or rather the Happy BADGE salesmen. Seems the msk buisness didn't go to well wjhen people turned into Dekues.
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Post by Manspeed on Apr 2, 2007 18:02:03 GMT -5
It's been some time since the last post in this topic, but I figured I'd revive it, since Smashchu and I have been talking about it. I recent;y sent him a PM concerning an idea of mine to abandon the Strat RPG core and go with something a bit more action oriented. This was inspired by my recent replaying of Kirby Super Star, which in turn remined me of this idea's roots as a Kirby-centered fan-comic. So, I've chosed to model the battle system off of KSS and make the whole thing into a 2D dungeon crawler / hack 'n slash RPG with some strategy elements interspersed in between.
The thing is, instead of a top-down view, it's got a side view like a platformer. It's also got randomly generated dungeon levels, like any old-fashioned crawler RPG. The strategy element comes in the form of a map of whatever area you're in, and commanding your characters from there, almost like Star Fox Command, though not as complex or hindering to the main gameplay.
I've decided to cut down my former list of characters and assemble them into two types of units, Single and Double. Yes, I know I previously mentioned a system like that in NXC, but eventually I decided it would work better for a game like this.
Single Units These units are only one character and typically excel in one stat, and certain types of attacks. They're good for situations where you need one kind of ability.
1. Tom Nook 2. Mike Anderson 3. Tamagon 4. Doshin 5. Captain Falcon 6. Mr. Game+Watch 7. Mr. Stevenson 8. Prince Richard 9. Pit 10. Kururin 11. Samus Aran 12. Takamaru 13. Sky Skipper 14. Mike Jones 15. Demieru 16. Gokuu 17. Wario 18. Blue Trainer 19. Stanley 20. Meta Knight
Double Units These are two character-in-one units and usually have more variety in what they can do. You control one character while the other one follows and can switch between them at any time, depending on your needs. The downside is that if one dies, you're stuck playing with the other and are basically halved in stats and abilities.
1. Balloon Fighter & Ice Climber 2. Bubbles & Starfy 3. Ray 01 & Sukapon 4. Dixie Kong & Kiddy Kong 5. Ness & Flint 6. Marth & Sigurd 7. Kirby & Hero 8. Link & Zelda 9. Mach Rider & Jill 10. Muddy Mole & Hakkun 11. Lip & Yoshi 12. Captain Olimar & Pikmin 13. Red Trainer & Pikachu 14. Little Mac & Harry 15. Sheriff & Wild Gunman 16. Donbe & Hikari 17. Fox McCloud & Falco Lombardi 18. Mario & Luigi 19. Andy & Sami 20. Prof. Hector & ROB
I'd also like to state that this is allowing me to come up with better story ideas, which I will be posting later in addition to descriptions of each character.
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Saim
Balloon Fighter
Posts: 860
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Post by Saim on Apr 3, 2007 1:56:09 GMT -5
"raped in a veil of darkness"?
Um.... ok......
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Post by Manspeed on Apr 3, 2007 13:26:28 GMT -5
Er, you waited unitl now to quote something from the first post?
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Post by Smashchu on Apr 3, 2007 19:15:06 GMT -5
I like the idea of the 2D dungon crawler, but I don't think it will work with that character list. You'd need to shrink it.
But, it did inspire my idea called "N-team". I think I'll make a flash for it exantually. It is a 2D RPG for the DS using Nintendo Wifi connection.
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Post by Manspeed on Apr 3, 2007 20:07:18 GMT -5
EDIT'D In an effort to shrink the list, I've removed characters such as Mike Anderson and Kururin, due to not knowing what the hell Mike Anderson's mech looks like and Kururin having less moveset potential than Tom Nook. I also replaced some of the more well-known characters with some obscure ones, like Alice from Balloon Fight GB, evening the male to female ratio in the process.
Single Units 1. Tom Nook 2. Mach Rider 3. Tamagon 4. Doshin 5. Captain Falcon 6. Game+Watch 7. Mr. Stevenson 8. Prince Richard 9. Pit 10. Gokuu 11. Samus 12. Takamaru 13. Sky Skipper 14. Mike Jones 15. Demieru 16. Wild Gunman 17. Wario 18. Stanley 19. Meta Knight
Double Units 1. Popo & Nana 2. Bubbles & Starfy 3. Ray 01 & Sukapon 4. Dixie Kong & Kiddy Kong 5. Lucas & Flint 6. Alm & Serika 7. Kirby & Hero 8. Link & Zelda* 9. Alice & Jill 10. Muddy Mole & Hakkun 11. Lip & Yoshi 12. Captain Olimar & Pikmin 13. Trainer & Pikachu 14. Little Mac & Harry 15. Dr. Mario & Nurse Peach 16. Donbe & Hikari 17. Fox & Falco** 18. Andy & Sami 19. Hector & ROB
*Link and Zelda are based on their Cel-shaded iterations. **Fox and Falco have their looks from SFC.
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Post by Flip on Apr 5, 2007 11:11:52 GMT -5
EDIT'DIn an effort to shrink the list, I've removed characters such as Mike Anderson and Kururin, due to not knowing what the hell Mike Anderson's mech looks like and Kururin having less moveset potential than Tom Nook. I also replaced some of the more well-known characters with some obscure ones, like Alice from Balloon Fight GB, evening the male to female ratio in the process. Single Units1. Tom Nook 2. Mach Rider 3. Tamagon 4. Doshin 5. Rick Wheeler 6. Game+Watch 7. Mr. Stevenson 8. Prince Richard 9. Pit 10. Gokuu 11. Samus 12. Takamaru 13. Sky Skipper 14. Mike Jones 15. Demieru 16. Wild Gunman 17. Wario 18. Stanley 19. Meta Knight Double Units1. Popo & Nana 2. Bubbles & Starfy 3. Ray 01 & Sukapon 4. Dixie Kong & Kiddy Kong 5. Ness & Flint 6. Alm & Serika 7. Kirby & Hero 8. Link & Zelda* 9. Alice & Jill 10. Muddy Mole & Hakkun 11. Lip & Yoshi 12. Captain Olimar & Pikmin 13. Trainer & Pikachu 14. Little Mac & Harry 15. Dr. Mario & Nurse Peach 16. Donbe & Hikari 17. Fox & Falco** 18. Andy & Sami 19. Hector & ROB *Link and Zelda are based on their Cel-shaded iterations. **Fox and Falco have their looks from SFC. Much better. Now how would this work in a KSS format? Do you mean it as in you run, jump, attack, do button combos for special attacks, and your partner is AI controlled?
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