ID:153261
 
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I got this idea the other day for a new project.
A game on BYOND with a "weird" way to battle.
Everytime you battle you and your enemy are standing on a hovering platform. Your goal is to knock him off the platform and collect the exp.
I started working on this battle system and got the code working right now (wasnt hard at all).
The system has a view on the size and characters can only move left and right. To mush left or right makes u fall off and lose.
The system is turnbased and players just take turns.

Now i'm working on the skills you can use to knock your enemy off the platform and i came up with a problem.
I can make up a lot of differend skills like:
- Push (push the enemy 1 tile back)
- Pull (pull him 1 tile forward)
- Move (move your character 1 tile to get closer)
- Jump (jump over a enemy)

The stronger a player get the more skills he gets, example: player gets dubble move -> he can move 2 tiles.

If players take turns and have the same skills they can counter with that skill everytime and the fight will go nowhere.
So i got 2 options (give me more if you know a good solution plz)

1 -
I need to do is build in classes that use differend types of skills. One class is specialized in pushing, one in pulling and the other in neither one of em but is good in moving.
(I also wanna make skills that can move a enemy without having to be close (kinda like archers or mages))

2 -
Add stats in the game that make u push harder or give some skills a better chance on failing than others

The problem with the 2nd solution is that i dunno how i can add a stat system in the game when i'm using almost no NPC battles.

I'm also wondering how i could make a lvl-ing system in teh game. I was thinking about making lotsa quests that people can do.

Maybe its a good idea to build in a second battle system so people can fight with npc monsters to lvl and use my original system to battle other players?

Please help me out with some great ideas to tackle this problem. I just wanna make this idea a succes, and i need to work it out in a good way to beable to do that.

Thanks in Advance

Greetz Fint

PS: Lemme know what u think about a game with a battle system like this. I'll apriciate it, even if u say u dont like it.

It sounds interesting, especially if you have a good reason in the game's plot as to why it is this way.

As for moving, having move be a seperate move handled with the same tile restrictions is not a good idea. Who cares if you are good at movement if the other person is good at pushing you? You can move 2 tiles, but it doesn't do a lot of good without moving the other person. The other person can push you 2 tiles, much better. Perhaps you should start players off with an automatic 2 ranks in normal moving. Also, since it makes no sense at all to be able to push someone faster than you can move unencumbered, rule that no other skills can go higher than normal moving in rank. This makes it both more realistic and better gameplay.
In response to Loduwijk
I get what u meen, thanks for the feedback first of all.

Indeed, thats a good idea to use in my game, fastest way to move is with using move. I uploaded a lil demo so your guys get what i meen.

http://games.byond.com/hub/Fint/Game

<font color=#FF0000>Note: This is a "game" thats not playable, no lvl-ing or animation, its soul purpouse is to illustrate my idea!</font>

In this demo you have 2 npc's you can battle, they will not push or pull you but will just keep moving in your direction (if possible)
In the battle system view you are looking from the size (up is skywards and if you fall of the edge (brown rock) you fall into a cliff)
You can check this out if someone doesnt get my idea (will also give you a way better view and understanding of the problem)

Anyways, loduwijk, ill write your idea down, its a good one thx.

I had this idea for the turnbased part, strong skills take more turns to use (you have to skip a turn in order to use em) and this also could make things interesting.
You have to skip a turn inorder to "charge" your strong skill but meenwhile your open to attacks of other players that might just push you over the edge.

Btw, "especially if you have a good reason in the game's plot as to why it is this way" i gotta make one up :D

Also was wondering if a fly function sould be added, so battles dont only take place on the ground.

Brainstorm with me :D thx

PS: The problem would be even more obious if you host and play against someone else. Try it, host.
In response to Fint
If they could fly, wouldn't that defeat the purpose? There would be no loss in falling.
In response to Loduwijk
Yeah indeed, bad idea =P
Though there could be losta wind next to the platform, nu JK
In response to Fint
Fint wrote:
Btw, "especially if you have a good reason in the game's plot as to why it is this way" i gotta make one up :D

The Force!

Well, not actually the Force, but something like it. =) Mages duelling on high platforms in the clouds... they can't shoot fireballs, but they can push things around with their minds. (Realistic, huh? =P)
I just wrote down some possible skills.
Not saying i'm gonna use em all.
sp meens skill point , everyturn you get one.
Large skills like advance teleport require more sp.
Let me know what u think i sould add, remove or adjust.

move - move 1 tile
sprint - move 2 tiles

teleport - teleport 5 tiles away over all objects
advance teleport - teleport 6 tiles away over all objects

push - push someone 1 tile away
hard push - push someone 2 tiles away

bump - bump someone 1 tile away while staying on your spot
ram - ram someone 2 tiles away

pull - pull someone 1 tile back with you
miror pull - pull someone 2 tiles back but you stay on the same place
swap - swap positions with someone (he/she has to be withing 1 tile)

jump - jump 2 tiles away over any objects
heigh jump - jump 3 tiles away over all objects

distand push - move someone away from you wherever on the field
distand pull - pull someone towards you " "

counter - gives 50% change on countering someones attack
perfect counter - gives 80% chance to counter a attack
block - gives 75% change to block a attack
ground lock - gives 100% change to block an attack

steal sp - steal a sp of someone
In response to Fint
Fint wrote:
teleport - teleport 5 tiles away over all objects
advance teleport - teleport 6 tiles away over all objects

Not much difference between them, is there? =) Perhaps you could make normal teleport only cover 4 tiles, and advanced teleport cover 7 or 8 tiles.

hard push - push someone 2 tiles away

Is that "push someone who is two tiles away", or "push someone next to you so hard that they get pushed two tiles away"? Because the latter would make more sense. =)

ram - ram someone 2 tiles away

Ditto.

miror pull - pull someone 2 tiles back but you stay on the same place

That sounds like it could have a much cooler name... something martial-art-ish. More like grabbing someone, pulling them over your shoulder and slamming them into the ground behind you.

It's spelt "mirror", by the way.

swap - swap positions with someone (he/she has to be withing 1 tile)

heigh jump - jump 3 tiles away over all objects

I think you mean either "high" jump or "height" jump. =) "Long jump" would make more sense though. Also, what's the difference between this and teleporting?

steal sp - steal a sp of someone

"Leech" is a good possible name for this.

The main problem I can forsee with this is that people will just be able to push back when you pull them; stalemates will be really easy. There needs to be a solid strategic element in this.
In response to Loduwijk
Maybe it's a contest of skill? You lose the contest, but it's not fatal?

*Sacrifices to FUJU, the banana god*
In response to Crispy
Well, not actually the Force, but something like it. =) Mages duelling on high platforms in the clouds... they can't shoot fireballs, but they can push things around with their minds. (Realistic, huh? =P)

Well, yes, quite realistic. I found the mage battle between Saruman and Mithrandir (Gandalf) in The Lord of the Rings to be one of the best treatments of mage combat I've ever seen.

I've always seen magic (despite it being fictional) as the force of will, not the force of energy. By willing your opponent to be knocked over, and summoning your supernatural strength -- focusing it through a mage's staff -- to exert your will on the world, your opponent is knocked over. You don't "cast a spell"; it just happens. It was an extremely pleasant surprise.

Of course, spells work much better for most games, since it's pretty tough to figure out what the player wills his character to do.


This was mostly off topic, but it's good to discuss. =)
In response to Spuzzum
Spuzzum wrote:
Well, yes, quite realistic. I found the mage battle between Saruman and Mithrandir (Gandalf) in The Lord of the Rings to be one of the best treatments of mage combat I've ever seen.

I agree, for exactly the same reasons. I only meant that it wasn't realistic in the sense that magic itself isn't real. =)
In response to Fint
Maybe they could have stats that stand for percentages of possible successes on different move. For example, if the stat "push" = 97, then the player would have a 97 percent chance of a successful push. Of course, the stats would have to start pretty high to avoid frustration. Or, maybe the stats could be experience till the next level of push. Like push=97 means that with 3 more exp points, thes or possibly fights, the player will gain Level 2 Push.
In response to Wizkidd0123
Wizkidd0123 wrote:
Maybe they could have stats that stand for percentages of possible successes on different move. For example, if the stat "push" = 97, then the player would have a 97 percent chance of a successful push. Of course, the stats would have to start pretty high to avoid frustration. Or, maybe the stats could be experience till the next level of push. Like push=97 means that with 3 more exp points, thes or possibly fights, the player will gain Level 2 Push.

Using this theory, I think a different way to do this would be to give them a chance to succeed by comparing the attackers push with the defenders push and a small randomly chosen number. If the defenders push value is higher than the attackers push by about 2 or 3 then the attacker gets pushed back rather than pushing forward, thus causing more exciting combat. If the Attackers is higher by the same number as above, then they push onward, and if the numbers are anywhere in between there the round is left in a stalemate.

You could also use these two ways to do it in a very effective manner as well if done properly.
I tried the system (as demonstrated in your demo), and I instantly love it.
I hope the game turns out good, because the system's the coolest I've ever seen.
Not the most realistic, of course, but any good storyline - or a lack of any storyline at all - can fix that. :)
In response to Spuzzum
Of course, spells work much better for most games, since it's pretty tough to figure out what the player wills his character to do.

Well depends on how magic is defined to work in the artificial universe so it may have nothing to do with will at all. Magic may be a gift from various dieties so the casting process may involve prayer rather than will. Magic could also be a unique form of form in which various gestures and sounds shape it into various forms. So real in terms of an artificial world(unless you are comparing it to ours) is more about being consistant rather than being accurate according to definitions in our world :P.
In response to Theodis
Well depends on how magic is defined to work in the artificial universe so it may have nothing to do with will at all. Magic may be a gift from various dieties so the casting process may involve prayer rather than will. Magic could also be a unique form of form in which various gestures and sounds shape it into various forms. So real in terms of an artificial world(unless you are comparing it to ours) is more about being consistant rather than being accurate according to definitions in our world :P.

Oh, I know... I'm just saying that magic as a force of will is more consistent with curses, divination, and whatnot from the real world's mythological timeline.
In response to Satans Spawn
Though, the fact is that its a turnbased system.
So when a player would push there is no chance he gets pushed back cuz the other player cant make a move yet.
In the worse scenario his push gets completely blocked.

I'm kinda struggeling with the way to make the game exp based. If i give a skill exp everytime its used then people can use dummies to lvl they're skills.
Instead i wanted to make quests attached to it so dummies wont take you all the way.

I like that random number idea. Random stuff always makes a fight a lil more interesting. I wanted to add maybe some weather influence. Snow restricts movement, rain gives you chance to slip when you use a skill. So can darkness and Alot of light. Teleport aint possible during night and when there is heigh wind people get trown agway further.
These are just examples i was thinking about.

In response to Roara
Thx for that reply :D glad u like it ^_^
I have this idea that would make my system way more advance and fun.

Pixel movement. Its not so hard to program but it alows me to show and use the effect of a skill way better.
Lvl 1 push could move a weak character 32 pixels but the stronger your enemy the less effect the push has and the less far he gets pushed. I could also make players use up a percentage of SP to use a skill at half the force.
That way you can still "attack" but save some SP for the final blow, a nice combo.

Leme know what u think of this idea.