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RPG Combat System based on dialogs

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Level 28
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Mar 25, 2008
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It's an early beta though but this morning, the idea came to my mind, hey, why not making some rpg-styled combat system?
It can feature to choose from spells, page browsing and all stuff you can imagine - making it awesome for a one-player campaign.

The video contains three examples:
-normal attack
-a spell
-an over sfx'd spell

Be sure that I'll post the finished system featuring tons of different items (like bombs or potions), a nice range of eye-blasting special attacks and interesting camera perspectives.
 
Level 18
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That's the system they use in the Final Fantasy games (the real ones, not the crappy RPGs on Warcraft III that look nothing like them).

Something like that is in an RPG called Hero RPG. It doesn't use those dialogs, but it uses a multiboard where you can select things. Don't ask me how he managed to enter selections in a multiboard, but he did it. The map is protected and the maker has been unreachable to me, but maybe you're more lucky.

PS: I actually got an idea on how he made that multiboard, but that would require a LOT of work. That would mean pressing the right arrow key to pop up a completely new multiboard with new options (if you selected something like Spell like in your YouTube video. There you got to check which spells he learned (which are all booleans or integer variables for each ability in the entire game possible), but for stuff like Items, you need to make a new multiboard where you only show the item if you got one, place the amount of items you got of it and do that for every item possible to obtain in the game.
If you also want something that doesn't annoy people to browse through the entire multiboard of items to see what they got (so there are no blank area's where an item is supposed to be if you don't have it), you'll also have to check if an item is there. If not, you'll have to check if the next item is there, if true, then you have to place the item that's 1 spot further into that spot.

As you see, that's a hell lot of work, but then you got quality! (And I'm planning to put that into my Final Fantasy map, which will not be 1 of those crappy that looks nothing like the real ^^)


Anyway, that system is not used a lot so it could work. But you'll have to make sure no-one interferes during a battle. If player 1 is having a battle with player 2, then player 3 can't just jump in and attack any of the 2. You'll have to make sure the 2 fighting heroes are in a private area or can only attack and be attacked by eachother.
 
Level 28
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I rather thought it would be usable for some rpgcampaign - also Huurka told me it would resemble to pokemon which is also right xP
I plan to make it compatible for an entire team of three or four heroes like done in grandia 2
on which parts of that system is based.

I doubt it will work for more than one player except I teleport each player entering a battle to an extra battlefield and use booleans to check for free battlefields.. It would be a hell of work for all the dialogs but doable
 
Level 18
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Why wouldn't this work for multiple units/players? You can just use integer variables or arrays. It's just like Final Fantasy, which uses multiple ATB Guages (Active Time Battle Gauge). When it's full, the character who's Gauge is full can perform an action.

 
Level 6
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One of the final fantasy maps already uses that system too. I'm not sure which one. But it functions flawelessly.

Only problem in that map was if two creeps attack you because you run too far it doubles the amount in the battle area.
 
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