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RPG Battle System help

Archive: 8 posts


So I have a basic RPG battle system, and it really is basic - You choose whether to punch or kick, and it decrements the offending sackbot's life, and a randomiser chooses whether he punches or kicks which decrements your life. My problem is this: How do I make it somewhat interesting? See, it's not challenging as there isn't really a chance of you loosing, because you start, and the Sackbot goes after, and you take it in turns. How could I make it more challenging or interesting, or provide a chance for you to loose? Any help would be awesome!2013-11-09 20:46:00

Author:
Littlebigluke
Posts: 8


Hey man! If you need help, I need help doing the same thing. Let me explain.

A long time ago I read the Hobbit by J.R.R Tolkien. I was really intrested. Then I heard about LBP2. I got LBP2 that christmas. Now I am trying to make a Side View RPG for the Hobbit. Since you have already made the battle system, thats cool. I was wondering if we could help each other.

Now back to the point. Providing a chance for you to lose is easy. Make it to where once your character's health is fully down, your character dies. This can be done in a animation, or a simple SPLAT. Then have it display a GAME OVER screen and ask if they want to continue or quit. And to make it more challenging or intresting? Make it to where the enemies have elements and they are resistant to that element. Also give the player a choice between difficulties, like Easy, Medium, Hard, ETC. While I don't know how to make any of these, I could come to your world and help you, as long as you come to my world and help me.

Send me a friend request at this PSN: ACOG4575

I hope to see you soon Littlebigluke
2013-11-09 20:52:00

Author:
TheSuperSack4575
Posts: 10


Hey dude,

Okay so I get it about the loosing part (I have a plan to have it set so if you loose all your health, then you 'pass out' and wake up back in your room), but its more the how you die, because the way I have it is that you have 4 life bars, and so does your enemy, but since you take your turn first, there is a slim to none chance that you will die before your enemy.

So, going off what you said, I thought that I could make it so that the enemy misses the attack, making it harder to win, but that also poses me a problem - I have no idea how I would do that. I could take a guess and mess around with it, but I wouldn't really know where to start.

As for helping each other out, I'm up for it! To be honest, I don't mind if you don't help me out, but I'd be happy to come to your world and like show you how I made my battles and stuff, and it might (hopefully) help you.
2013-11-09 21:02:00

Author:
Littlebigluke
Posts: 8


Ok! Friend me and I will be on later today

EDIT:

Mabye you should give each attack a different level, as in different attacks take away more health. And the higher the difficulty, the more the enemy uses their powerful attacks.
2013-11-09 21:03:00

Author:
TheSuperSack4575
Posts: 10


Sure!2013-11-09 21:07:00

Author:
Littlebigluke
Posts: 8


What you need is lots and lots of analog signal addition.2013-11-10 05:17:00

Author:
Tynz21
Posts: 544


Hi
Just my opinion (and as I have not seen how your planning it, I'm sure you have a plan buddy), but I wouldn't go with the random punch or kick.
Rather set a punch or kick to a certain putton, so the player can choose which to use. You could maybe do something like:0-
X-kicks, Sqr.- punches, Circle -uses sword, tri.- uses bow.
A good way to do this is to have four microchips on the base controllinator chip, labelled punch,kick, etc., and have each button goin g to them. You can then say, wire the square for punch up to the 'punch' chip and have the punch logic on this. This way when you press square, any logic on that chip is activated.
How about interactive scenery? A way to do this would be to have labelled tags on the player trigger objects in the game with a matching tag sensor.
For an example, in a mine you could have a wooden support holding up a rock face. As you pass the support, a visual clue tells you that kicking it is allowed. You kick it by hitting X. This 'ons' a tag labelled 'kick' on that kick microchip. On sensing the kick tag activated, a tag sensor on the actual support, could make it rotate to fall over, or dissapear, causing the loose rockface to fall. On each rock is a tag that will damage anyone under neath. If you like I can show youn how to do this.... just invite and add me. sean88.
I hope this helps som
Also, JMO, I think if you want to make it exciting and more challenging, and this is just my opinion mind, you seem to be planning a turn-based game, if you want it to be more exciting, go for instant action. Reason I say this is because I think players prefare a game where they can pick it up and just get stuck straight in killing creatures etc.
Your project sounds really good fun and I'd be happy to help out if you like. Again, I have not seen how your working your level, so I apologise if I sound like I'm knocking it any, not at all, I love the idea buddy
2013-11-10 14:27:00

Author:
Sean88
Posts: 662


^Turn based games can be exciting, you just have to know what you are doing

TC, you want to add more to your basic combat. I am not talking mechanics or analogs, these things are great, but it really comes down to design. I like your idea to start off basic. A lot of projects fail because they try to do too much. Start small, and this can still be engaging.

You want another dimension to your combat: Defense. One of the first things I recommending adding is a guard command. Guarding should decrease the amount of damage the players receive. This alone already adds another dimension to your battle system. You could give the enemy a move, where they charge up for a powerful strike. So the player would have to defend, or risk taking a huge blow.

People who demoed my rpg loved the ability to dodge moves based on button prompts and timing. Its a bit more complex, but something like that could spice up your battle system. Give your player defensive options, and make it so that they will need to use them. Either a guard command, or some way to make the enemy miss, be it a timed button response( my recommendation instead of randomly missing is personally outdated imo) or a random miss by the enemy.

Elements are great, but if its just one enemy, I dont think its really necessary in your case. Save the logic space for tighter animations or something else.

If you need any help on building this, just shoot me a message here or on psn. Or if you want more ideas, I can keep going. I have been building these for years.

Good Luck
2013-11-10 15:40:00

Author:
Rpg Maker
Posts: 877


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