A request to geeks, on mechancics
2 posters
Page 1 of 1
A request to geeks, on mechancics
So!, I'm making a game for part of my course in uni, and it's going mostly fine, however, the battle mechanic is a bit slow, so I'm trying to think up new ideas for it, which need to be fun, but swift, so I just want some input from people who don't know of it :3
The battle part of the game is played on a Hexagon grid, 15 'gons between each corner.
4 player character vs usually 3-5 foes
movment ranges are 2-4 hexes,
there is nothing special about facing
attack ranges are mostly 1-3 hexes
attacking is done via rolling special dice, can be considered to have 0,0,1,1,1,2 as the facings.
Current is based on rolling dice at start of encounter (based on a stat) highest score -> next highest creates turn order
Thus for example:
PC A:figures cooldown, moves, attacks(foe defends), sets cooldown
PC B:figures cooldown, moves, attacks(foe defends), sets cooldown
FoeA: moves, attacks(foe defends)
PC B:figures cooldown, moves, attacks(foe defends), sets cooldown
FoeB: moves, attacks(foe defends)
FoeC: moves, attacks(foe defends)
PC D:figures cooldown, moves, attacks(foe defends), sets cooldown
this tends to drag out a bit, so tried:
PC TEAM: A,B,C,D:figure cooldown, Move, Declare targets for skills, use skills in declared order, set cooldown
Foe TEAM, A,B,C: Move, Declare targets for skills, use skills in declared order,
but it still feels a bit clunky.
Basicly Tried: Move as individuals (See: tales of symphona/vesperia, FF tactics) & Move as Team (see: Disgaea, Fire emblem)
Any others peoples can think of? :3
-Resk
The battle part of the game is played on a Hexagon grid, 15 'gons between each corner.
4 player character vs usually 3-5 foes
movment ranges are 2-4 hexes,
there is nothing special about facing
attack ranges are mostly 1-3 hexes
attacking is done via rolling special dice, can be considered to have 0,0,1,1,1,2 as the facings.
Current is based on rolling dice at start of encounter (based on a stat) highest score -> next highest creates turn order
Thus for example:
PC A:figures cooldown, moves, attacks(foe defends), sets cooldown
PC B:figures cooldown, moves, attacks(foe defends), sets cooldown
FoeA: moves, attacks(foe defends)
PC B:figures cooldown, moves, attacks(foe defends), sets cooldown
FoeB: moves, attacks(foe defends)
FoeC: moves, attacks(foe defends)
PC D:figures cooldown, moves, attacks(foe defends), sets cooldown
this tends to drag out a bit, so tried:
PC TEAM: A,B,C,D:figure cooldown, Move, Declare targets for skills, use skills in declared order, set cooldown
Foe TEAM, A,B,C: Move, Declare targets for skills, use skills in declared order,
but it still feels a bit clunky.
Basicly Tried: Move as individuals (See: tales of symphona/vesperia, FF tactics) & Move as Team (see: Disgaea, Fire emblem)
Any others peoples can think of? :3
-Resk
Resk- General
- Posts : 6
Join date : 2010-04-18
Age : 35
Re: A request to geeks, on mechancics
hmnn.
I don't know, those are really the only two styles of turn-based grid/hex field turn based strategy games I know of ^-^ . That sort of game is just naturally kind of slow though, I like them, but I like slower paced games... hmm, in turn based games, sometimes you see timed buttons presses to determine success, to give it more of a sense of tension. Like the wheel of fate in Shadow Hearts, or the thing Mario RPG...or uhm, legend of dragoon. basically when a PC goes that have input a quicktime event type of thing to make the speciall attack more effect/work at all.
you can also maybe make combat more lethal, so you end up spending less time just attacking the enemy (even though I have no idea how lethal it is now ^^' ). But, that sort of backfired in Disgaea 3...at least I didn't like it :p
I don't know of any other setups without it being real time (like Vesperia/Symphonia) :/ so I'm no help >.<
I don't know, those are really the only two styles of turn-based grid/hex field turn based strategy games I know of ^-^ . That sort of game is just naturally kind of slow though, I like them, but I like slower paced games... hmm, in turn based games, sometimes you see timed buttons presses to determine success, to give it more of a sense of tension. Like the wheel of fate in Shadow Hearts, or the thing Mario RPG...or uhm, legend of dragoon. basically when a PC goes that have input a quicktime event type of thing to make the speciall attack more effect/work at all.
you can also maybe make combat more lethal, so you end up spending less time just attacking the enemy (even though I have no idea how lethal it is now ^^' ). But, that sort of backfired in Disgaea 3...at least I didn't like it :p
I don't know of any other setups without it being real time (like Vesperia/Symphonia) :/ so I'm no help >.<
Re: A request to geeks, on mechancics
Yeah.. Disgaea 1 was the best of that series :3
Anyway, more lethal might be an idea, just to get it faster, though admitadly the main problem is the players deliberating too long, I suppose if people knew the rules it could be faster,,, guess I'll just say that in the report XD,
As for the timed buttons, that's the dice :p, so you can shout out 'Anything but a 1!' and then promptly roll a 1,
Thanks though
-Resk
(oh, and the description for me is great XD, ty)
Anyway, more lethal might be an idea, just to get it faster, though admitadly the main problem is the players deliberating too long, I suppose if people knew the rules it could be faster,,, guess I'll just say that in the report XD,
As for the timed buttons, that's the dice :p, so you can shout out 'Anything but a 1!' and then promptly roll a 1,
Thanks though
-Resk
(oh, and the description for me is great XD, ty)
Resk- General
- Posts : 6
Join date : 2010-04-18
Age : 35
Re: A request to geeks, on mechancics
aaahn, I see what you mean about the attack dice now! x3 haha. Truthfully, the deliberation is part of the charm of turn-based strategy games, but I guess if you're the developer you do have to try to mitigate it :<
the lethality worked really well in Fire Emblem...uhmmm...the one on the gamecube ^^' battles tended to move pretty quickly I think, especially for the number of units in a battle...which was like, 12 v 12? it seemed that way o.o lotsa dudes.
Anyways, you're super welcome, and good luck on your course/project! /cheer xD
the lethality worked really well in Fire Emblem...uhmmm...the one on the gamecube ^^' battles tended to move pretty quickly I think, especially for the number of units in a battle...which was like, 12 v 12? it seemed that way o.o lotsa dudes.
Anyways, you're super welcome, and good luck on your course/project! /cheer xD
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum