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What do you want to see in an ABS?
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Topic: What do you want to see in an ABS? (Read 1730 times)
AsakuraHao2004
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What do you want to see in an ABS?
«
on:
October 08, 2005, 01:57:07 PM »
I want to know what everyone would like to see in an ABS. I am currently making one for my game. It's a non-traditional RPG, so that does affect how you fight.
My ABS is something like this: You walk around a field full of monsters and fight. You hit shift to launch a projectile (in this case, you shoot a gun, because your character isnt a fighter, he's more of a gunslinger). The monster sometimes drops items or health crystals or even money.
If the projectile (the bullet) hits the enemy, he will lose HP. The hero has a set HP of 10. If the enemy touches him, he will lose HP. Monster's HP and how much damage they do is determined by what kind of monster they are. How much damage the hero does is dependent on the weapon he uses, and how much damage he takes depends on what kind of armour he's wearing .
You can attain armour throughout the game and equip it to raise defense, and different weaponry (all guns, just different models) and equip them to raise attack.
Also, I forgot to mention earlier, some enemies also shoot projectiles at you. if you time it right, you can shoot their projectile and stop it. Note:
I MIGHT have it to where you can send it back at them, if it's not too much trouble. I don't want to spend too much time coding something like that.
So how does this sound? I know it may seem a little simple, but it proves for a fairly decent ABS, in my opinon anyways. I'm still developing it, as of now. I want some comments so that I can mend it while it's still in the development stage. Once I finish, I'll post a system demo. So tell me your thoughts!
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blackskullwarlock
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«
Reply #1 on:
October 08, 2005, 02:06:24 PM »
Reminds me of Resident Evil...or any games with an Adventure Battle System, which is good. I like to control crowds so my suggestion would be a bazooka that damages multiple enemies. Lots of trouble, probably, but that's my suggestion.
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WarxePB
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«
Reply #2 on:
October 08, 2005, 03:21:05 PM »
Hmm, well, even most FPSs have a close-range attack, so maybe you should add that in there. Even if it's just a punch or something, it's still there even if your weapon runs out of ammo.
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Drighton
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«
Reply #3 on:
October 08, 2005, 03:27:58 PM »
My ideal battle system (this could not possibly be pulled off in a 2D game):
I want to actually
fight
my target.
Most RPGs allow you to select your target then whichever attack you wish to perform. Everything else is automated. Some recent RPGs have attempted what I am about to explain, but have not quite met my expectations.
Fighting games like Mortal Kombat, Killer Instinct, Street Fighter gave the player direct control of their character and the attacks they perform. Whether you successfully perform an attack is determined by your success in executing the combo.
I think of a game like Dynasty Warriors or Fable, in which mashing the X or Y button is the premise of battle. Even Jade Empire attempted this, but still consisted of different combinations of pressing X and Y. The designers are on the right track, but not quite getting there.
This is what I want for an RPG battle system, and it needs to be done right. Hopefully, I will get a chance to do it myself before some other game designer satisfies this desire.
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AsakuraHao2004
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«
Reply #4 on:
October 08, 2005, 04:34:20 PM »
BSW: Thanks for the idea! I have just finished making a lateral shrapnel-like system. I couldnt make it like to shoot shrapnel on all sides (that would be way too time-consuming), but it still tuned out pretty good. It looks something like this:
XOX when shooting the projectile up or down
X
O when shooting sideways
X
O= Point of impact
X= Affected area
With the original gun that you start with, there's a 1 second waiting period before you can fire again. With this it would have to be a little longer.
Warxe: I might put in a desperation move, but it would be really weak, seeing as how my character's strength isn't level-based. Also, thanks to a part of the game's storyline, ammo isn't a problem. I do see ways I could use a physical attack thing. In a part of my game, you're imprisioned and have to sneak around until you find your weapons, but now Im thinking of just giving you physical attacks to use.
Drighton: I only wish I could do that, and even better would be to utilize it in an ABS. However, my game is 2D
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If i were a clown, would you hold me when I'm down?/I wish I had someone to make me drown/So many people don't know that it's so damn hard to be a clown/I am the clown with the giant frown/My heart is in a state of being upside down...
Meiscool-2
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«
Reply #5 on:
October 08, 2005, 05:02:20 PM »
Right. Shoot'em up games get very boring after awhile if all you have are guns. You should really consider adding something like a tire iron or brass knuckles or a dagger/ sword/ whatever. You might not have to use it in game, but you could make areas where you have to go inside a gas plant, and if you fire your gun, the gas will explode, so you have to use something different (please don't say crossbow) .
Also, in most survival horror gmaes like this, puzzles are a must. However, if you're making something more like Cantra, then the entire focus should be on just moving to the next area, and everything should be obvious.
As for the bullet hit bullet thing, you should make that something like bullet time or something. I have that in my game (arrow deflects magic projectiles) and I know that it's very easy to script, but hard to maintain the randomness of if it will hit the bullet or not.
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AsakuraHao2004
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«
Reply #6 on:
October 08, 2005, 05:48:08 PM »
I like the gas plant idea. I may use it, right now all I have is a vauge synopsis of my game, but it does involve building infiltrations. The guns are really for outside the city and major showdowns. I mean, you can't just go around the city firing guns off.
Yeah, it works out fine, that you can use physical attacks in the city. There are only humans in the city and buildings, who are also wise enough not to go firing off, so it's a pretty even match. Maybe I'll have a crowbar or something you can find to use to your advantage. I'll code it as I go along if I decide too, seeing as how it shouldnt be too hard.
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AKA Desimodontidae. If you're seeing this profile, Im probably at school.
If i were a clown, would you hold me when I'm down?/I wish I had someone to make me drown/So many people don't know that it's so damn hard to be a clown/I am the clown with the giant frown/My heart is in a state of being upside down...
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What do you want to see in an ABS?