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Go ahead. Vote.
Classic Platform 3 (30%)
Platform Party Tournament 1 (10%)
Platform Adventure 0 (0%)
RPG Tactics Game 4 (40%)
Top Down Party Tournament 2 (20%)
Total Votes: 10
What kind of game should this collab be?; Our big debate
Topic Started: May 27 2009, 08:20 AM (302 Views)
Imaginatin Nation
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Well, as Nebula put it, there are 5 main thingies we could do:
Nebula
 
1. Classic Platform - Gameplay involves worlds and levels which you unlock playable characters the further you go
2. Platform Party Tournament - Players join teams and compete in different team games, or there could be individuals versing each other. Lots of innovative-game brainstorming but difficult production
3. Platform Adventure - A platform game which involves an interesting adventure to add to the levels
4. RPG Tactics Game - Like Final Fantasy except our own characters all in one twisted story with a custom team that you manage
5. Top Down Party Tournament - Like the other tournament game, it could also be a bit like Mario Party but with something instead of the board game


Question is, which do you want?
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Nebula
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Well, I guess no one else had any other genre they wanted to do...
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Nebula
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Hey guys! Check it!
Look at the kick ass inventory I mustered up...
>RPG PLATFORM EXE FILE<
This kind of stuff could help with the tactics game n' all.
Also the page where it is, is here:
Game Creation, RPG topic, Page 7
along with the gmk file... its post #139
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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snowyowl
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I was about to suggest one-on-one platforming, same as YYRW, but that's precisely the problem:
It's the same as YYRW.
You can't trust anything you read on the Internet, especially not this signature.
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Nebula
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well in that case you should've voted for classic platform so its a bit different... and there is 2/3 chances you did looks at the poll results...

YAY YOYO RIVALS FINISHED!
... virus scanning
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Nebula
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but did anyone check out the RPG Platform game I linked above?
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Imaginatin Nation
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Not yet...
Need to get home...
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Imaginatin Nation
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Nebula
May 27 2009, 10:15 PM
well in that case you should've voted for classic platform so its a bit different... and there is 2/3 chances you did looks at the poll results...

YAY YOYO RIVALS FINISHED!
... virus scanning
Ooo!
What's in this update?
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Nebula
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1.8
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Nebula
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hey, who played the rpg wip? its a good example of items for a strategy game
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Imaginatin Nation
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Errr...
I'll do that when I get home...
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Nebula
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I think that this idea is sort of going down the drain...
Should we forget about it?
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Imaginatin Nation
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Nah...
Come the summer holidays, we'll all be able to spend more time on this sort of thing...
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Nebula
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I'm testing out a simple tactics-sort-of-engine (maybe for a game I could make) but it could be used (and modified) for this game...
I'm thinking for AI, that there could be variables (one for each character for every enemy) that increase/decrease depending on what you do, and these are factors that help decide what the enemy does, e.g. if a really strong character attacks an enemy, if it is an enemy which wants revenge, a certain variable could increase, if it cowers away, a variable decreases...
so when it comes to an enemies attack, it already has an idea of who it wants to attack... ? sounds smart?... so if a character puts up a barrier, most of the enemies would have a variable decrease, meaning they are probably not going to attack that character... if a character has low health, enemies will have a variable increase... and if a character dodges an enemy attack, that enemy may get frustrated (variable value decreases) and then is less likely to attack again...

I think this could work really well... and then there is more of a 'tactics' feel to it and it could seem like the enemy actually has some smarts... (but sometimes they could be unpredictable)
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Imaginatin Nation
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Maybe we could do tactics/action game...


Maybe a bit like the megaman games where you stand on a 3x6 board, choose your weapons and shoot the enemies (ever played those?)
Save the whales, collect the whole set.

100% of statistics are made up on the spot.
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Nebula
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hmm... not really... are they the old versions, or are they the gba versions...?

anyway, yea, I'm starting my 'Essence' project.. and I could share my ideas here... and then people can say what changes there could be for this game... I might finish it soon (just a basic battle thing, it won't be pathetic, I promise)
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Imaginatin Nation
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The GBA version.
Save the whales, collect the whole set.

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Nebula
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okay... Megaman Battle Network? Yea I've played a bit of one of those
This is my signature. Enjoy :)
Member: nebula - Game Reviewer & Competitions Winner
Check out these games:
Yoyo Rival Worlds WIP | George the Super Banana | The Mysterious Door WIP | Cacifer's Game | Kirby's Warpstar Adventure WIP | City of Citrus WIP | Nintendo Heroes | Petey's Strawberry Farm
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Nebula
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Basically I just wrote a whole lot explaining to myself how the game 'Essence' is going to work.
You may find it handy or you may not, but if you do read through some you can comment if you think this could work well with the whole collab tactic game idea.
I've already got the stats and basic drawing of it done, but thats all.

Tactic basic rules/info

HEALTH: The health of the character
MAGIC: The amount of magical energy of the character
PHY ATT: The Physical Attack Strength
PHY DEF: The Physical Defence Strength
MAG ATT: The Magical Attack Strength
MAG DEF: The Magical Defence Strength
SKILL: The character's skill and mainly effects the accuracy
SPEED: The character's speed effects hitting and dodging
CON: The character's concentration mainly effects development of the character
DET: The character's determination affects may different things

Hit (HIT) percentage and avoid (DG) percentage is determined by the SKILL, SPEED, CON & DET of the character.

HIT% = 5*SKILL +3*SPEED + CON + DET
DG% = SKILL + 2*SPEED + 2*DET

There will be more varialbes though, such as the effect of the weapon being used.

To find the net stats of a situation it is:

NET ATTACK = character's ATT - enemy's DEF (DEF type corresponds to the ATT type i.e. PHY or MAG)
NET HIT% = character's HIT% - enemy's DG% (HIT% should be larger than DG%)

For an enemy to decide who to attack there is a variable: enemy_decide[X,Y] where X is from 1-7 corresponding to the character and Y is between 8-12 corresponging to the enemy character number, or it could be 1-5 which could also work.

The variables all start off at the same value and the total values for one value of Y does not change and this is 100 (e.g. if there are 5 characters, the total of the variables (different values of X) will all start at 20, which is 100 / 5) So when a value increases the others will decrease. It will increase or decreae depending on the events that happen during the battle, and the larger the variable is the more likely that enemy (given by value Y) will attack the character.

The chances are determined by setting a random value between 0-100 and this variable will equal enemy_decision.
For this examlple there are 7 characters which is the max number and Y is the value of the enemy, which is irrelevant for the example.
This is how it could work:

if enemy_decision < enemy_decide[1,Y]
{//attack character 1}
else
{if enemy_decision < enemy_decide[2,Y]+enemy_decide[1,Y]
{//attack character 2}
else
{if enemy_decision < enemy_decide[3,Y]+enemy_decide[2,Y]+enemy_decide[1,Y]
{//attack character 3}
else
{if enemy_decision < enemy_decide[4,Y]+enemy_decide[3,Y]+enemy_decide[2,Y]+enemy_decide[1,Y]
{//attack character 4}
else
{if enemy_decision < enemy_decide[5,Y]+enemy_decide[4,Y]+enemy_decide[3,Y]+enemy_decide[2,Y]+enemy_decide[1,Y]
{//attack character 5}
else
{if enemy_decision < enemy_decide[6,Y]+enemy_decide[5,Y]+enemy_decide[4,Y]+enemy_decide[3,Y]+enemy_decide[2,Y]+enemy_decide[1,Y]
{//attack character 6}
else
{//attack character 7}
}}}}}}

So if enemy_decision is in the 90s it is more likely that it will attack the character with the highest number. i.e character 7, if enemy_decision is at 0 it is most likely that it will attack character 1, unless enemy_decide[1,Y] = 0
So really the enemy_decide[X,Y] is the percentage chance of character X being attacked. And if a character is very vulnerable, then the percentage may increase to about 40, therefore will have about 40% chance of being attacked.
There would need to be a system for the enemy to decide the attack to use, but maybe that could be simple, e.g. When low on health retreat or heal, makes sense, When able to, do the strongest attack possible.

Attack types:
Weapons or Magic
Weapons are good but they wear out. Magic attacks do not, however, your magic is limited.
You can learn more magic spells but there is a limit to how many to can have avaliable at one time, five per character.
You can hold as many weapons/gear/items as you can, but only one weapon can be equipped per hand. A character can have two swords but it can bring down your HIT% and DG% unless you are skilled. You can hold a shield in one hand but it can bring down your HIT% as well.
Actually, all items may bring down your HIT% and DG%.

Equip types:
Weapon: They increase PHY ATT significantly and decrease DG% and vary the HIT%
Shield: They increase PHY DEF and possibly MAG DEF and decrease HIT% and your DG% increases but because you can block attacks.
Armour/Clothes: They increase PHY DEF and/or MAG DEF significantly and can decrease HIT% and DG%
Necklace/Special Items: They may increase certain stats, e.g. MAG DEF, SPEED or DET (usually are magical/blessed items)

Other items can be used in battle or out of battle e.g. potions, but will take a turn to use. It does not take a character's turn by changing equipment, only using equipment.

Magical spells:
Each character learns spells... this can be done by studying or by gaining experience and improving magic levels.
Magic levels are the levels of current skills you have, when you use them the level may increase and CON (concentration) helps this.
If you learn more than five spells you have to replace one.
Every character has a different element so but magical attacks will be the same, but simply using a different element. e.g. 'basic fire' would be like 'basic ice' but names aren't important right now.
When you replace a spell you don't forget it, back at home base 'camp' you can swap spells with ones you aren't currently using but have remembered.
As your magic level skills increase the HIT% increases as well as the MAG ATT.
You need one hand free when using magic spells, but some complicated ones need two hands so you may need to drop everything from your hands.
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Imaginatin Nation
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Hmm...

Maybe we should let you keep that for Essence...
I have a new idea for how to do the combat engine...
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