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Elite Nerr
Francis



Joined: 16 Apr 2007
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PostPosted: Fri Dec 26, 2008 11:10 pm   Reply with quote

So I've had plans for a long time now to revamp the battle system here into something awesome. Imagine a cross between Advance Wars and Pokemon. I have decided to share what I plan to do so I can get your input.

The basics:
Two teams of fighters battling against each other (~5 per team)
A battle map (grid).
Turn-based.

It starts off, each team is on opposite sides of the map. Your fighters have these basic abilities:
speed - how far you can move in one turn
melee attack - attack power up close
range attack - attack power from a distance
special power - theft, copy, freeze, heal, ...
element - fire, water, ice, earth, .... (different elements react in certain ways, like water hurts fire more)

So you take turns, moving spaces and attacking when close enough (like in Advance Wars). But all the fighters are user-created (like alts) and can use digibutter items.

What do you think? Perhaps those of you with card-game experience and general RPG experience can help tweak it...

Join the DigiBattle Group.


Last edited by Francis on Sat Dec 27, 2008 12:18 pm; edited 1 time in total
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Francis' Fort Garage Sale    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
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PostPosted: Fri Dec 26, 2008 11:12 pm   Reply with quote

Holy shit. I now worship you more than I already did.

This is made of the most epic matter that has ever existed.
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Geno's Tree    
Hellza Ballza
Goron Mask
Dead
Dead


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PostPosted: Fri Dec 26, 2008 11:12 pm   Reply with quote

Customizable character battles? Yes, very yes.
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Some store that sells shit    
RULE ONE OF FIGHT CLUB
Steve



Joined: 21 Sep 2007
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PostPosted: Fri Dec 26, 2008 11:12 pm   Reply with quote

Could we use our own sprites?
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penis    
I see what you are doing.
Lord Vaati



Joined: 19 May 2007
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PostPosted: Fri Dec 26, 2008 11:14 pm   Reply with quote

It could use Light and Darkness in the elements.

Melee would count as shadow(Chrono Trigger reference).
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Dark World Shop of Magic    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
Posts: 10343

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PostPosted: Fri Dec 26, 2008 11:14 pm   Reply with quote

Francis wrote:
What do you think? Perhaps those of you with card-game experience and general RPG experience can help tweak it...

I haven't released anything, but I think the deaths of Catastrophe and Oceanus taught me a thing or two about RPG makan. Not to mention my current project which is lightyears ahead of both.
So tl;dr, i can haz join plz?
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asdf    
Psst...
Die4Less
Vampire


Joined: 02 Jul 2008
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PostPosted: Fri Dec 26, 2008 11:15 pm   Reply with quote

Vaati wrote:
It could use Light and Darkness in the elements.

Melee would count as shadow(Chrono Trigger reference).


Not to complicated Vaati... Let's stick with basic elements now.

-----------------------------------------------------------------------------------------------

Turn Order:
1: Draw Card
2: Use Item OR Switch Card OR Upgrade Card OR Attack OR Defend
3: Apply Ailments (e.g. Poison, etc.)

Ailments:
Poison: Add [#] Damage Each Turn
Sleep/Frozen/Stunned/Dizzy: 2-5 Turns of No Action
Transparent: 2-5 Turns of Invulnerability
Petrified: 2-5 Turns of No Action and Invulnerability
Electrified: 2-5 Turns of Countering 1/4 Damage Taken
Shrink: 2-5 Turns of Dealing 1/3 Normal Damage
Command Loss: 3 Turns of Loss of a Move

((Attack Up/Defense Up/Defense Down/Attack Down not added due to complicatedness.))

Framework for a rule set. Would this work as a starting point?
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Die4Less Corp.    
Medikoopa
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PostPosted: Fri Dec 26, 2008 11:18 pm   Reply with quote

Cool idea, Francis. But I have to ask: what's the perspective?

Is it top-down like Zelda and FF1-6 or more like the perspective seen in Final Fantasy Tactics Advance?
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Dark Land Supply Store    
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Die4Less
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PostPosted: Fri Dec 26, 2008 11:22 pm   Reply with quote

Medikoopa wrote:
Cool idea, Francis. But I have to ask: what's the perspective?

Is it top-down like Zelda and FF1-6 or more like the perspective seen in Final Fantasy Tactics Advance?


I would assume Advanced Wars style.
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Die4Less Corp.    
Elite Nerr
Francis



Joined: 16 Apr 2007
Posts: 6974

HP: 50 MP: 3 Lives: 0



PostPosted: Fri Dec 26, 2008 11:23 pm   Reply with quote

Steve wrote:
Could we use our own sprites?


yes, of course.

Medikoopa wrote:
Cool idea, Francis. But I have to ask: what's the perspective?


Top-down, like Zelda/AdvanceWars
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Francis' Fort Garage Sale    
Richest user. :D
Super Ultimario



Joined: 18 May 2007
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PostPosted: Fri Dec 26, 2008 11:26 pm   Reply with quote

And now for a big huge copypasta from some old thread of mine that really applies here:

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".


Also somewhat relevant:

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!    
Medikoopa
Vampire


Joined: 08 Sep 2007
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PostPosted: Fri Dec 26, 2008 11:34 pm   Reply with quote

Will the size-limit be 32x32 or 16x16 or other?

Also, considering the top-down four-way movement, I assume that we'll also (if we so choose) have to make/prepare still and moving sprites? What about dead, hurt, and attacking?
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Dark Land Supply Store    
The Axolotl Sympathist
Geno
Werewolf


Joined: 26 Jul 2007
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PostPosted: Fri Dec 26, 2008 11:35 pm   Reply with quote

Will the sprites/moves be animated, or is it gonna be like... I dunno... I hit you, so it sends a message (through the game message thing I'd assume) and then you do the same to me...

Or is it like... Epic battles with explosions and whatnot?
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Geno's Tree    
TooManyToasters
Paper_Waluigi



Joined: 20 May 2007
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PostPosted: Fri Dec 26, 2008 11:43 pm   Reply with quote

Whoa whoa whoa, hold your horses. We should really start with the absolute most basic ideas, then building upwards from there, rather than coming up with an idea for a status effect or some such thing and trying to build downwards from there.
Read this. It's old and they've already solved the problem, but if you're going to take a lesson on game design from anybody, take it from Valve and not me.
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asdf    
WHO HA HOO HEY HOOM
Paper Luigi
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PostPosted: Sat Dec 27, 2008 1:53 am   Reply with quote

holycrapholycrapholycrap

I'd LOVE to see this happen.
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PaperLuigi's Inconvienence Store    
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