RPG idea
Apr 11 2008, 12:28 am
By: grAffe  

Apr 11 2008, 12:28 am grAffe Post #1



I know Starcraft 2 is right around the corner (hopefully), but I've recently gotten an idea for an RPG.

Basically, it's a turn based tactical RPG, but it's only single player. Here's the battle layout:
The battles take place in an enclosed space.
The battles are divided into four phases; two attack and two move turns.
First turn is for the player to move around within a set amount of time. The player cannot attack during this phase, and is used to set up attacks for the attack phase.
Next comes the player's attack phase. The units are given to a computer player (so taht the player cannot move units while they are attacking.
Once the timer is up, the enemy takes the same two turns, and the cycle repeats until the one side is defeated.

Player can only take an X number of units in his party. The party can be modified in certain areas (like a pokemon PC). Some units when taken to battle have special effects. For example, a theif has a chance of robbing items, and other units may extend your attack time or move time. Therefore, some units will be used in your party for the sole purpose of their beneficial effects in battle, and will be unable to attack. The player will have to defend these units (since once the unit dies, theres no revive lol)
Healing will require planning as well, since some healing spells will heal ALL units in a certain area, so if you're not careful, that boss you've hit down to 10% may be healed to 100%.

I may expand on this idea later, but for now, is it a good start?



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Apr 11 2008, 6:37 am Rantent Post #2



the storyline sux.



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Apr 11 2008, 2:08 pm pneumatic Post #3



Yeah, what you have has potential. Definitely go for it. If you can make it a good, smooth battle system, awesome.

As for me, I've seen turn based battle systems in SC before but never really liked them. I would like to see a fun & dynamic one.

Especially since it's single player. I like single player for RPGs because it lets you hone the experience and control the world more. With multiple players you always have to remember they're going to be chatting about whatever and may not bother to pay attention, or they'll be less likely to take the world seriously.

But yeah. Go for it.


Quote from Rantent
the storyline sux.
I don't see a storyline in grAffe's post.



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Apr 11 2008, 2:12 pm candle12345 Post #4



Let's see some work done then!
:P



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Apr 11 2008, 4:20 pm LoveLess Post #5

Let me show you how to hump without making love.

Quote from name:razorsnail
Quote from Rantent
the storyline sux.
I don't see a storyline in grAffe's post.
That's why it sucks.



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Apr 11 2008, 9:24 pm grAffe Post #6



So it sucks? Or did i post in the wrong section?



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Apr 11 2008, 9:30 pm The_z0r Post #7



They were saying that your storyline sucked... since you don't have one (which is basically what makes up an RPG). This is more of a battle-system concept.



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Apr 12 2008, 10:34 am pneumatic Post #8



how can you say the storyline sucks when you don't even KNOW the storyline?

and no, a storyline doesn't always make up an RPG. it basically makes up SOME RPGs but many RPGs are just gameplay in an interesting world with no story whatsoever. whatever the case, grAffe is talking about the battle system right now and its potential, which right now seems great to me.



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Apr 12 2008, 12:07 pm lil-Inferno Post #9

Just here for the pie

Quote from name:razorsnail
how can you say the storyline sucks when you don't even KNOW the storyline?

and no, a storyline doesn't always make up an RPG. it basically makes up SOME RPGs but many RPGs are just gameplay in an interesting world with no story whatsoever. whatever the case, grAffe is talking about the battle system right now and its potential, which right now seems great to me.
If an RPG didn't have a storyline, then you couldn't play it. Interesting world? You need a storyline to produce one. Without a storyline, your enemies couldn't have names because well, thats what contributes to a storyline, theres gotta be some reason you're killing all of them.




Apr 13 2008, 2:47 am Vi3t-X Post #10



Problem with your Turn Based Combat System:

Player X gets to position is troops, then attacks
Player Y (Computer) Is stupid, and cannot move his troops accordingly. You could center the location on the hero and force it to move directly next to it, but that would be unrealistic (Bowmen walking next the a melee unit) or Units always directly coming in contact with the enemy. The only realistic way you could accomplish this would be to use a HUGE battle are (which in turn kills map space).

:ermm: Dunno :ermm:



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Apr 15 2008, 6:06 am pneumatic Post #11



Quote from Vi3t-X
Problem with your Turn Based Combat System:

Player X gets to position is troops, then attacks
Player Y (Computer) Is stupid, and cannot move his troops accordingly. You could center the location on the hero and force it to move directly next to it, but that would be unrealistic (Bowmen walking next the a melee unit) or Units always directly coming in contact with the enemy. The only realistic way you could accomplish this would be to use a HUGE battle are (which in turn kills map space).

:ermm: Dunno :ermm:
This could be fixed by controlling the Computers via Order triggers. Or even Move triggers. There's lots of ways around this.

Quote from lil-Inferno
If an RPG didn't have a storyline, then you couldn't play it. Interesting world? You need a storyline to produce one. Without a storyline, your enemies couldn't have names because well, thats what contributes to a storyline, theres gotta be some reason you're killing all of them.
I see your point. Okay, let me distinguish between "storyline" and "back story".

I agree a map should have some kind of back story -- reasons for the way things are. Reasons for the world being as it is right now. A framework for the players to act/fight in.

But it doesn't need a storyLINE -- that is, a story doesn't need to be happening AS the player is playing, beyond the fact that they ARE playing a game. Now, yeah, most good RPGs do have a storyline happening as the player plays. But playing a game is MAKING a storyline and if the world is interesting enough and reactive enough to the player's actions, I really don't think you need any kind of storyline other than an ending.

Of course, I could be wrong about the back story. There could be an RPG out there which has no back story OR storyline and is amazingly fun. Who knows.



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Apr 16 2008, 11:33 pm OO----D~ Post #12



TBC never coems out as a success, i highly recommend you not to make it unless this battle system is fast paced



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Apr 17 2008, 1:28 am grAffe Post #13



Hmm i'll try and come out with a demo for the system, and i'll post it to see how you guys like it (after all this is just an idea :P)



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Apr 17 2008, 2:27 am stickynote Post #14



There MUST be cool special effects to spice up the battle sequences!

On the storyline thing, an RPG has to have a good storyline and a "back story." A good "back story" will create reason as razorsnail says. It's also true that the player creates some of the story, otherwise there would be no point in playing. However, a good story line will really get a player into the game and into this world. It will make them want to keep going, like a well-written book.



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Apr 17 2008, 9:35 am LiQuiDz Post #15



1st) I've always liked lower number player RPGs but never really got attached to 1 Player RPGs for SC...Then B.Net really has no point to playing it...it gets to boring for me. I think making it a 2 player...maybe even 3 player RPG would be better...but hey...just my opinion.

2nd) I noticed you said anyone interested....is this refering to helping you? Teaming up? What?...if so then add LiQuiDz @ USEast and we can see what we can do :D



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Apr 18 2008, 4:00 am Number08 Post #16



it looks like computer AI willb e a big problem in the game.
Quote
This could be fixed by controlling the Computers via Order triggers. Or even Move triggers. There's lots of ways around this.
Even though u say it like that variabilities among attacks willb e very limited for the computers
but i dong know how ur implenmenting smart AI system but seeing the demo will tell :)

PS im interested in helping xD haha



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May 1 2008, 8:01 pm Trigger Post #17



I tried once making a turn based game. Trust me, atleast for me, it was rather difficult. GL though, and don't feel bad about the story line thing. One thing I try to do is get the systems down first based off what "kind" of game I want to make, then I fit a story line through it. Lil-inferno knows about this with my maps.



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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
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