Hi,
Posted a few questions about this concept in a different thread but it makes sense to post it here instead. Previous thread: http://www.hiveworkshop.com/threads/how-to-build-a-turn-based-system.279888/#post-3067413
So anyway the idea is to create Jade Cocoon 2 in Warcraft, it's a PS2 game that I've currently got back into so I thought it would be a cool thing to re-create.
Generic Gameplay
It's a turn based game where you play as a "Beasthunter" (BH) and capture and train "Divine Beasts" (DB), up to 8 DBs at a time. In combat you have 4 elemental sides surrounding your BH which I have listed below and described a bit of each one, each side has 3 positions where the middle protects your BH and sides are "corners" where they can use moves from 2 elements. Each turn you pick an elemental side to fight with and your DBs on that side use their moves of that element - the first team to hit the enemy BH 5 times wins.
Elements
Fire: The most aggressive side of the 4, every move is about dealing damage and the fire DBs follow that suit by having high damage stats but lack others. Such as one DB having lots of Damage, Hp and Defence but lacking in Speed and Mp.
Wind: This side is all about negative effects to your enemies, from Sleep to Blind to Petrify. Most creatures of this element are also very fast - this helps get the status effects on your enemies before they can attack you first.
Water: This side is generally about restoration, there's a lot of different healing effects available and late game moves can even revive your fallen DBs. Other than that you have a few different "drain" type spells, where you deal damage and restore a percentage of the damage. The DBs themselves tend to have good spell effects but might be lacking in Speed/Hp.
Earth: This side is all about defence and positive buffs to your team. The first Earth DB you get in the game creates a wall that the enemies then have to break before they can attack your team, other than that you have moves that increase Attack, Defence, Speed. All the beasts on this side tend to have very good defensive stats but lack Speed.
Other: Some DBs can be found that have a different primary element (different colour scheme), most of these have specific moves that they are expected to have. This can make a lot of variety in the game.
Leveling/Merging/Evolving
It was probably obvious but after each fight you gain experience, with all DBs that you used in that fight gaining more than those that weren't used. You may get a DB to a max of Level 20 and DBs become Merge-able at Level 15.
Merging is basically where you pick a new move for your beast, with better moves costing more money to merge. Each move is allocated to a "Seed Beast" that you hunt down as you play the game (not sure if I will make this part of the game yet). Each move has a DB or breed of DB that it is best suited to, so if you give a DB all the moves it is expected to have it will evolve much quicker. Rather than giving it more obscure moves (although more useful) that will not help its evolution as much. Once you merge your beast it will be reduced back to Level 1 and back to it's 1st evolution, but it will keep it's stats. (This can happen infinitely)
Each beast can have up to 2 moves, where 1 must be of it's own element. Also you cannot give a DB a move in the opposite element (Fire can't have Water, Earth can't have Wind).
Evolution is something I think is quite unique. As stated above how far your DB evolves in based on your merges. Each DB has 4 evolutions so if you do well suited merges you will reach the higher ones quicker, while evolved you gain more stats from levels.
Stats
There are 7 stats for every DB in the game. These are:
- Hit points: Self explanitary.
- Mana: Each move costs mana to use.
- Strength: Increases damage of "Skill attacks" (Skill attacks can crit but can be dodged)
- Vitality: Reduces damage taken from Skill attacks.
- Wisdom: Increases damage of "Magic attacks" (Magic attacks always hit but generally have no extra effects)
- Spirit: Reduces damage taken from Magic attacks. (Possibly reduces the effect of status effects)
- Speed: Grants chance to dodge Skill attacks based on how much faster the DB is than the enemy. (Also average Speed of attacking side decides who goes first, this is not a 100% guarantee in-game)
Current Progress
So currently what I have done is put together an Excel sheet of all the different DBs and made up some stats for them to have. I have also noted every move/ability in the game so I don't have to look anything up online later.
In terms of the actual map I started on an Index that would hold all the stats of every DB in the game, and recycle bits when DBs are removed.
I got a bit confused about how to create the actual combat of the game though, as I have never made a turn based game. I had the idea of having little "arenas" at the top of the map where all battles will take place, but I don't know where to start with saving each "team" when a fight starts or how to go through each turn.
Posted a few questions about this concept in a different thread but it makes sense to post it here instead. Previous thread: http://www.hiveworkshop.com/threads/how-to-build-a-turn-based-system.279888/#post-3067413
So anyway the idea is to create Jade Cocoon 2 in Warcraft, it's a PS2 game that I've currently got back into so I thought it would be a cool thing to re-create.
Generic Gameplay
It's a turn based game where you play as a "Beasthunter" (BH) and capture and train "Divine Beasts" (DB), up to 8 DBs at a time. In combat you have 4 elemental sides surrounding your BH which I have listed below and described a bit of each one, each side has 3 positions where the middle protects your BH and sides are "corners" where they can use moves from 2 elements. Each turn you pick an elemental side to fight with and your DBs on that side use their moves of that element - the first team to hit the enemy BH 5 times wins.
Elements
Fire: The most aggressive side of the 4, every move is about dealing damage and the fire DBs follow that suit by having high damage stats but lack others. Such as one DB having lots of Damage, Hp and Defence but lacking in Speed and Mp.
Wind: This side is all about negative effects to your enemies, from Sleep to Blind to Petrify. Most creatures of this element are also very fast - this helps get the status effects on your enemies before they can attack you first.
Water: This side is generally about restoration, there's a lot of different healing effects available and late game moves can even revive your fallen DBs. Other than that you have a few different "drain" type spells, where you deal damage and restore a percentage of the damage. The DBs themselves tend to have good spell effects but might be lacking in Speed/Hp.
Earth: This side is all about defence and positive buffs to your team. The first Earth DB you get in the game creates a wall that the enemies then have to break before they can attack your team, other than that you have moves that increase Attack, Defence, Speed. All the beasts on this side tend to have very good defensive stats but lack Speed.
Other: Some DBs can be found that have a different primary element (different colour scheme), most of these have specific moves that they are expected to have. This can make a lot of variety in the game.
Leveling/Merging/Evolving
It was probably obvious but after each fight you gain experience, with all DBs that you used in that fight gaining more than those that weren't used. You may get a DB to a max of Level 20 and DBs become Merge-able at Level 15.
Merging is basically where you pick a new move for your beast, with better moves costing more money to merge. Each move is allocated to a "Seed Beast" that you hunt down as you play the game (not sure if I will make this part of the game yet). Each move has a DB or breed of DB that it is best suited to, so if you give a DB all the moves it is expected to have it will evolve much quicker. Rather than giving it more obscure moves (although more useful) that will not help its evolution as much. Once you merge your beast it will be reduced back to Level 1 and back to it's 1st evolution, but it will keep it's stats. (This can happen infinitely)
Each beast can have up to 2 moves, where 1 must be of it's own element. Also you cannot give a DB a move in the opposite element (Fire can't have Water, Earth can't have Wind).
Evolution is something I think is quite unique. As stated above how far your DB evolves in based on your merges. Each DB has 4 evolutions so if you do well suited merges you will reach the higher ones quicker, while evolved you gain more stats from levels.
Stats
There are 7 stats for every DB in the game. These are:
- Hit points: Self explanitary.
- Mana: Each move costs mana to use.
- Strength: Increases damage of "Skill attacks" (Skill attacks can crit but can be dodged)
- Vitality: Reduces damage taken from Skill attacks.
- Wisdom: Increases damage of "Magic attacks" (Magic attacks always hit but generally have no extra effects)
- Spirit: Reduces damage taken from Magic attacks. (Possibly reduces the effect of status effects)
- Speed: Grants chance to dodge Skill attacks based on how much faster the DB is than the enemy. (Also average Speed of attacking side decides who goes first, this is not a 100% guarantee in-game)
Current Progress
So currently what I have done is put together an Excel sheet of all the different DBs and made up some stats for them to have. I have also noted every move/ability in the game so I don't have to look anything up online later.
In terms of the actual map I started on an Index that would hold all the stats of every DB in the game, and recycle bits when DBs are removed.
I got a bit confused about how to create the actual combat of the game though, as I have never made a turn based game. I had the idea of having little "arenas" at the top of the map where all battles will take place, but I don't know where to start with saving each "team" when a fight starts or how to go through each turn.