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Eh, wot
Super Slim
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Joined: 16 Jul 2007
Posts: 5041

HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 12:21 pm   Reply with quote



Quote:
I think there should be one big world map board, and if you meet up with another member you can challenge him/her to a battle which brings you to another board with different terrain (hills, boulders, etc.) that varies depending on your surroundings on the world map.

Maybe some landmarks on the main world board such as cities, towns, villages, mountains, etc.


Quote:
I think that we should be able to have a partner of sorts, an NPC the follows behind each of us (custom sprite maybe?) and levels up as they battle. Partners are always fun. :D

Post your ideas and comments here.
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Toad Town Shop    
Crappiest Animator ever.
Chaos-Stev-0



Joined: 17 Jun 2008
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PostPosted: Sat Dec 27, 2008 12:47 pm   Reply with quote

Abilities like in Pokemon (such as me having an example one called "Adrenaline" which makes my character more faster and stronger when on critical health), all of those effects from the Paper Mario series (such as Invisible, Huge, Tiny, etc.), partners (oh god yes!), and team attacks/battle/groups.
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Shop of Stev-0    
Eh, wot
Super Slim
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Joined: 16 Jul 2007
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PostPosted: Sat Dec 27, 2008 12:57 pm   Reply with quote



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Toad Town Shop    
Richest user. :D
Super Ultimario



Joined: 18 May 2007
Posts: 5704

HP: 100 MP: 4 Lives: 6



PostPosted: Sat Dec 27, 2008 1:00 pm   Reply with quote

Quote:
Level

There are 4 basic levels: 1,2,3, and 4. 1 is for weaker, less expensive cards, including a few free ones. There might be some equipment that work specifically for level 1s and no other levels, enough to make them roughly as powerful as level 2s. Level 2s are kind of "middle". They're a good deal more powerful and expensive than 1s, but a good deal less powerful and expensive than 3s. They're also the most common. Level 3s are of course more powerful and expensive than the rest. Level 4s are a bit different. They are extremely expensive, and are far more powerful than level 3s. They're nearly twice as good as a level 3. They start out with few in stock, and don't restock often. They also likely won't get much use, due to many people calling them overpowered.

These levels will be useful in keeping cards balanced, but still varied. If somebody has higher level cards than you, it is often a good warning sign not to battle them or at least not put a wager on it. Tournaments will often put limits on different levels, often limiting 3s and completely banning 4s.


We might do without the 4s, though.

Quote:
Battles

This is the most important feature. Without it being done right, we could have the most creative moves, items, equips, etc., and it wouldn't make a difference. If the battling feature itself isn't done well, everything falls apart.

First, joining a battle. Near the top of the site, there would be a button or link to "Battles". It would work like our Tournaments in a way (EXCEPT A LOT MORE ACTIVE LOL. Also, you might want to go to the Tournaments page for a good example of kinda what I'm talking about). It would be set up similar with the Name, Players (1/2, 2/4, 4/6, etc., like tournaments), Prize, and Entry Fees of each battle shown on the main page. It might have an image, date it was started, and/or the name of who started it, but that's not necessary. Completed Battles would not be shown, or maybe they could be on a different page. You click on the name (or possibly image) of a tournament to see more. There would be a thing detailing all sorts of things about the battle (See "Creating a Battle" form, except with everything already filled out and uneditable). Below this, there would be a list of everyone in the Battle, with Team 1: or Team 2: before their names. You can join it (if it has spots open) by clicking one of the links at the top. There will be two links, one for Team 1 and one for Team 2. If a team has its max. amount of members, you cannot join it. If the battle allows items, you will then be taken to a separate page and type in what items you will use.

Creating a battle. Click on "Battles" near the top of the site. Then click on the "Create new battle" link near the top of that page. This would take you to another page with many fields to fill out. They would be the following:

_____ means there an area where you can type/paste something. If there are less than 5 _s, that is the number of letters/numbers you can put there.
-> means drop-down menu options
[] means Checkbox/Checklist
?? means I'm not sure whether it'd be there or not.

Name of Battle: _____
Description: _____
Number of Players on Team 1:
->1
->2
->3
->4??
Number of Players om Team 2:
->1
->2
->3
->4??
((Yes, you can have battles like 2 vs. 3. This isn't suggested, but it could work, especially if the outnumbered team is higher leveled.))
Entry Fee: __
Fees go to winning pot? []
Your coins for prize: ___
Other prize: _____
Image??: _____ (automatically wrapped in [img] tags, if it is not a working image you will get an error message and chance to edit it)
Banned: _____ (Type in the name of an item/move??/equip you want to ban. If the name you typed in is misspelled or does not exist you will get an error message and chance to edit it. You can also click a button for more fields to fill with more banned items/moves??/equips.)
Heal all participants' HP after battle? []
FP? []
SP? []
Revert Items/Coins to state they were before battle? [] (Ex: If you used a Super Shroom during the battle and stole somebody's Ultra Shroom, at the end of the battle they'd get their Ultra Shroom back and you'd have your Super Shroom again.)
Amount of Items allowed per member: __
Gain Exp? []

*There is no fee for creating battles.

I've covered pretty much everything except the actual battles. When in a battle, you cannot be in/join other battles, sell anything you are using/have used, change Equipment, change Race/Race Advancements, Level Up (if you gain the experience points for a level up by posting during a battle, the actual level up will be delayed until after the battle. Basically, nothing that screws up or even affects your battle.

This system will act like most RPG's. There will be turns in which you can do stuff--turn order is decided by Speed, like I said before. All of your opponents' moves, what they did, and current stats and items would be listed somewhere as they happen. I was thinking kind of a chatbox-like thing, it displays everyone's HP, FP, status conditions, stat boosts, and items near the top of the page, with links to their profiles. It would list what everyone does right after they do it, and what it did.

Kinda like this:
UltiMario 32/40 HP 15/15 FP (Burn) (Super Mushroom)-------Cid 19/25 HP 40/40 FP
? Block 30/30 HP 25/25 FP---------------------------------------Ph1r3 Mario 34/35 HP 22/30 FP (Fire Flower)

? Block used Shooting Star, 6 to Cid and Ph1r3 Mario.
Ph1r3 Mario used Super Flame, 8 damage to UltiMario and Burn. Ph1r3 used up 8 FP.
UltiMario attacked Ph1r3 Mario, 5 damage.
Cid used Mushroom, Ph1r3 Mario was healed by 10.

When it's your turn, there are different buttons for what you want to do. Using any of these takes up your turn. They are: Attack, Item, Special, and Misc.

With Attack, you just use your basic attack.

Item, you, well...use an Item. I don't think I really need to say more about this.

Special lets you use a special attack (They often use FP.)

Misc. is for miscellaneous other actions, such as Running Away or Defending.

The battle ends when all of your opponents have lost all their HP or surrendered/Run Away.

Balance

To support this system, there will have to be close moderation on keeping it balanced. There should be an official forum for discussing this system (not separate site, I mean sections like Gaming or Feedback). Or at least a stickied topic for dealing with balance issues and being able to talk about it a lot in Feedback.

First, there should be no multi-hit attacks AT ALL, or at least very strict limits on them. In a system where you can have +20 Power on a 1-damage, 3-strike attack...you could deal over 60 damage in a single attack. Of course it's be a bit less with Defense and all that, but few people are going to be extreme enough to go "5 FP, 10 HP, 1 POWER, NO SPEED, DEFENSE ONLY, FINAL DESTINATION". Meaning you could beat the crap out of nearly everyone by being like that except switching Power with Defense and throwing in more Speed and multi-hit attacks. And if you ran into an extreme Defense abuser you'd both deal like 1 damage a turn and eventually beat them since you hit first and both have equal HP.

Next, attacks that hit all opponents should have severe limits on them. Such as ignoring Defense/Power, using high amounts of FP, etc. Without limits like these, it will be easy for an above-mentioned Power-abuser to hit all for like 20 damage.

And Defense abuse should have its own limits. If you have enough Defense that your opponents literally can't even damage you...well, that just fails. First, no attacks can deal 0 or 1 damage due to Defense vs. Power issues. They all do 2 instead. Not much, but something. There should also be some equips/attacks/items that counter such tanks. For instance, some moves like Magic Ray that ignore Defense entirely...but have a low maximum damage that they can deal (such as 5). Or equips that cannot deal less than 4 damage. Etc.

Misc.

Also, to make this system work we'd have to scrap or highly edit some of our current items and features. I think we'd have to scrap Lives and Usershops. We'd have to highly edit items like Gooey Bomb, so Gooey Bomb would be more like "In 3 turns, deal 12 damage (Ignore Defense/Power) to the foe hit by it".


Quote:
Equipment

There are basically three kinds of Equipment: Weapon, Armor, and Badge. You have one slot for each.

Weapons increase your Power (and sometimes affect your Speed), and very rarely have extra effects as well. They can either be Physical, for Physical attacks that can be countered by certain effects (Ex: Punching Gloves, Headbonk Cap), Projectile, for things that shoot out (Ex: Star Gun), or "Weapon", for getting near an opponent and hitting them with a weapon, can be blocked or countered by few effects (Ex: Hammers, Axes, Swords)

Armors increase your Defense (and sometimes HP, and also sometimes affect Speed).

Badges are not like Paper Mario badges. You can only equip one, and they have various stat boosts and misc. effects.

Also, some equips may actually fit into more than one of these categories. For instance, Shell-based Equips can be worn as Armor or kicked as a Weapon.
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Ultimario Mart!    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
Posts: 8754

HP: 100 MP: 4 Lives: 1



PostPosted: Sat Dec 27, 2008 1:04 pm   Reply with quote

We need a lot of stuff from Paper Mario games (considering what digi is based on)... Partners would be nice, as well as Pixls, maybe.

The Pixl system could work, as there would be a preset amount, with different terrain-navigating abilities. Maybe one can get you over lava or water, and another will help scale mountains or travel across a plain faster.

Also, I think everyone should all have their own home map to customize so that any challenger is given a disadvantage, making it a challenging feat to take down the ruler of the domain.

And another thing: Bosses. We need bosses. Imagine a few people getting together to take down a boss. It would be epic, and it would help cooperation between players, and possibly bring alliances into play.
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Geno's Tree    
Eh, wot
Super Slim
Vampire


Joined: 16 Jul 2007
Posts: 5041

HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 1:08 pm   Reply with quote



I think there should be more than one slot for equipment

EX:
Boots,
Helmet,
Armor,
Leggings,
Sack ((inventory)),
Primary Weapon,
Secondary Weapon (((A.K.A. double weilding for small weapons such as daggers and knives, cannot have Secondary if Primary is too heavy/ is two-handed))),
Pocket ((((for coins, keys, small items, etc.))))

Etc.
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Toad Town Shop    
vdogam3r
kEvin



Joined: 30 Nov 2007
Posts: 3420

HP: 40 MP: 7 Lives: 0



PostPosted: Sat Dec 27, 2008 1:12 pm   Reply with quote

I think there should be:
-Winner's Rewards (Coins, more equipment, etc.)
-Loser's Penalty (Lose coins)
-Healing Items (Like a mushroom, potion, etc.)
-Hurtful Items (Poison mushroom, Tampered-with potion, etc.)
-Just For Fun Battles (You don't risk losing or gaining anything)
-Sabotage System ("Lay traps" around your area, anyone who comes near, or anything similar, will lose hp)
-Minigames ("Punching Bag", "Bounty Hunter", or "Foot Race" for example)


Just my $0.02.
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Epic'ly Random    
Richest user. :D
Super Ultimario



Joined: 18 May 2007
Posts: 5704

HP: 100 MP: 4 Lives: 6



PostPosted: Sat Dec 27, 2008 1:14 pm   Reply with quote

Here's an idea for a 7x7 grid:

M = Player Starter Space
O = Empty Space

OMOMOMO
OOMOMOO
OOOOOOO
OOOOOOO
OOOOOOO
OOMOMOO
OMOMOMO

Also, for the equipment slots idea, I think it could work. But we don't want this to become too complicated or winner = rich guy. I think that if we have my proposed 3 slots - Weapon, Armor, and Badge - each with their own Levels, then it'd be easier to figure out whether somebody is too powerful or not. And also so you don't have to spend a heck of a lot of coins on all that seperate equipment.
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Ultimario Mart!    
Elite Nerr
Francis



Joined: 16 Apr 2007
Posts: 6974

HP: 50 MP: 3 Lives: 0



PostPosted: Sat Dec 27, 2008 1:16 pm   Reply with quote

Geno wrote:
We need a lot of stuff from Paper Mario games (considering what digi is based on)... Partners would be nice, as well as Pixls, maybe.

The Pixl system could work, as there would be a preset amount, with different terrain-navigating abilities. Maybe one can get you over lava or water, and another will help scale mountains or travel across a plain faster.

Also, I think everyone should all have their own home map to customize so that any challenger is given a disadvantage, making it a challenging feat to take down the ruler of the domain.

And another thing: Bosses. We need bosses. Imagine a few people getting together to take down a boss. It would be epic, and it would help cooperation between players, and possibly bring alliances into play.


I think having helpers in addition to fighters will be confusing, at first anyways. Maybe one of your fighters could be a Pixl... a fighter with no fighting ability, but has other special abilities.

I was thinking each fighter would interact with terrain differently based on their "element". Like if you had a fire guy, he could pass over lava.

Yes, I would like to have user-created maps/arenas

Adding AI is way out of scope for this project, let's focus on player vs player.

Slim wrote:

I think there should be more than one slot for equipment

EX:
Boots,
Helmet,

Etc.


Keep in mind that the fighters don't have to be human, so having specific equipment slots may not make sense for many people.
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Francis' Fort Garage Sale    
Richest user. :D
Super Ultimario



Joined: 18 May 2007
Posts: 5704

HP: 100 MP: 4 Lives: 6



PostPosted: Sat Dec 27, 2008 1:23 pm   Reply with quote

@vdogam3r: I think it's kinda obvious that there will be hurtful and harmful items. As for rewards/penalties, I think my above quote on "Battles" is a good system for this. A bit outdated how I said 3 or maybe 4 people per team and now we've decided on 5, along with some other minor outdated details, but still a very good template for making and joining battles. It also covers Rewards and Entry Fees.

But you bring up a good point with Traps. We could have multiple Traps with different effects. By "walking over", I mean passing over the space that it's on. Let me pull out some ideas:

Bear Trap: Deals minor damage and prevents movement for 2 turns (you can still attack and do other stuff). Activated by walking over. Visible. Remains after being activated.

Pitfall: Prevents movement for 2 turns (you can still attack and do other stuff). Activated by walking over. Invisible until activated. Disappears after activated.

Motion Sensor Bomb: Causes major Explosion/Fire damage. Activated by walking over. Disappears after activated. (Visible or Invisible? Not sure, they were hard to see in-game, but they could be seen)
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Ultimario Mart!    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
Posts: 8754

HP: 100 MP: 4 Lives: 1



PostPosted: Sat Dec 27, 2008 1:28 pm   Reply with quote

Francis wrote:
Geno wrote:
We need a lot of stuff from Paper Mario games (considering what digi is based on)... Partners would be nice, as well as Pixls, maybe.

The Pixl system could work, as there would be a preset amount, with different terrain-navigating abilities. Maybe one can get you over lava or water, and another will help scale mountains or travel across a plain faster.

Also, I think everyone should all have their own home map to customize so that any challenger is given a disadvantage, making it a challenging feat to take down the ruler of the domain.

And another thing: Bosses. We need bosses. Imagine a few people getting together to take down a boss. It would be epic, and it would help cooperation between players, and possibly bring alliances into play.


I think having helpers in addition to fighters will be confusing, at first anyways. Maybe one of your fighters could be a Pixl... a fighter with no fighting ability, but has other special abilities.

I was thinking each fighter would interact with terrain differently based on their "element". Like if you had a fire guy, he could pass over lava.

Yes, I would like to have user-created maps/arenas

Adding AI is way out of scope for this project, let's focus on player vs player.
The fighter thing makes sense, so it'll be like a party in which everyone has their own ability. Makes sense. Same goes for terrain navigation.

Woo, user-created maps!

I completely forgot about the AI aspect if we added computer-controlled opponents. Yeah, that's way out there. XD I guess after a while, though, some really powerful users will become the "bosses".


Last edited by Geno on Sat Dec 27, 2008 5:31 pm; edited 1 time in total
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Geno's Tree    
Eh, wot
Super Slim
Vampire


Joined: 16 Jul 2007
Posts: 5041

HP: 20 MP: 1 Lives: 0



PostPosted: Sat Dec 27, 2008 1:39 pm   Reply with quote



What type of stuff are we doing for the sprites?

_______________________________________________________

Do the users have to make their own sprites, are they pre-generated?


How big will the have to be (if user-created)?


How many different animations will we have to make (EX: Walking, attacking with weapon, swiming, running, jumping, falling, drinking, sleeping, talking, taunting, attacking without a weapon, using magic, using special abilities, dying, one fire, poisoned, paralyzed, tired, angry, happy, sad, confused, facing up, facing down, facing left, facing right... etc.z)?


Will armor/weapons be visible on the player?
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Toad Town Shop    
Bartz Klauser
BAMFing ARCHER
Werewolf


Joined: 27 Sep 2007
Posts: 7637

HP: 100 MP: 5 Lives: 4



PostPosted: Sat Dec 27, 2008 2:03 pm   Reply with quote

How about using "customizable" minions? Something along the lines of the Golems from Legend of Mana. You'd have a menu for your minion, and you can put items in slots for various effects. (For example, adding a Life Shroom to the Armor slot would add a life, while adding it to the hands makes healing more efficent, etc.).
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The Town of Lix    
Crappiest Animator ever.
Chaos-Stev-0



Joined: 17 Jun 2008
Posts: 5728

HP: 100 MP: 0 Lives: 10



PostPosted: Sat Dec 27, 2008 2:11 pm   Reply with quote

If we do have equips, then why not let us make special group items? It functions as an equip, but it has no use besides the ability that it shows that you are in someone's group. As long as you have it, you are in that person's group. The moment you take it off, your group becomes a regular team of people that can attack you. *shot for bad ideas*
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Shop of Stev-0    
Bartz Klauser
BAMFing ARCHER
Werewolf


Joined: 27 Sep 2007
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PostPosted: Sat Dec 27, 2008 2:23 pm   Reply with quote

How about an "item randomizer" option in matches? This would pool all the users items together, and sort them. Then the items would be handed out to each player in an almost-random fashion, ending up with each user having the same amount of items. It adds some measure of luck and balance to it. Odd items would not be counted(for example, if there was a match[10 players total], and there was 62 items, each player would have 6, and 2 would lie out of the battle.)

And after this battle, the users get their items back the way they were.
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The Town of Lix    
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