Well, I too am making a R.P.G and this is what I am doing. Right now the battle system and prowess system are unique and unlike anything seen before (I hope). Through my school days and such, I have been jotting down ideas and such to the point where I created my own original systems and I would suggest you try to also, or at least make yours unique in some way.

-=Ken=-
In response to NeoHaxor
My BS works sorta like a mixed up combination of all those listed here, heh.

My system is real-time fighting, but I've devised a way to prevent excessively rapid attacking, and adding in attack combos.

My game makes use of a "Preperation meter" where you character prepares his/herself to attack. Each successful attack will award your character with some exp, the amount will depend on how big a chunk of the enemy's HP you took off, as well as the enemy's own experience level. Depending on how you took this HP from the enemy will determine which stats will gain EXP, if you attacked physically, you'll gain exp to your physical stats, such as Attack and Agility, but if you use Magic, you'll gain exp to your mental stats, such as Intelligence and Will. There is no leveling up, and the only way to increase your HP and Defense is by taking hits. Just like in real life where you get stronger and wiser gradually instead of in short, anaerobic bursts.

The Preperation meter will also allow you to pull off powerful combo attacks (up to 5 hits in length) depending on your class.

The exp the enemy gives depends on how much damage you deal to it, so if you run up to a big, strong monster and whap at it with a stick, you'll gain very little exp, you won't learn how to fight stronger enemies by hitting them with sticks, you'll need to learn how to use better weapons and hit the enemy harder before you'll actually learn from your encounters with these enemies.

One more thing, rare items dropped by enemies go to whoever has obtained the most exp from that enemy, that person would be whoever dealt the most damage to it.
In response to Clowd
Clowd wrote:
My BS works sorta like a mixed up combination of all those listed here, heh.

My system is real-time fighting, but I've devised a way to prevent excessively rapid attacking, and adding in attack combos.

My game makes use of a "Preperation meter" where you character prepares his/herself to attack. Each successful attack will award your character with some exp, the amount will depend on how big a chunk of the enemy's HP you took off, as well as the enemy's own experience level. Depending on how you took this HP from the enemy will determine which stats will gain EXP, if you attacked physically, you'll gain exp to your physical stats, such as Attack and Agility, but if you use Magic, you'll gain exp to your mental stats, such as Intelligence and Will. There is no leveling up, and the only way to increase your HP and Defense is by taking hits. Just like in real life where you get stronger and wiser gradually instead of in short, anaerobic bursts.

The Preperation meter will also allow you to pull off powerful combo attacks (up to 5 hits in length) depending on your class.

The exp the enemy gives depends on how much damage you deal to it, so if you run up to a big, strong monster and whap at it with a stick, you'll gain very little exp, you won't learn how to fight stronger enemies by hitting them with sticks, you'll need to learn how to use better weapons and hit the enemy harder before you'll actually learn from your encounters with these enemies.

One more thing, rare items dropped by enemies go to whoever has obtained the most exp from that enemy, that person would be whoever dealt the most damage to it.

I really like this system espiceally about there being no levels I never really thought about that I might need to include that in my Battle System now hehe :). About the dropping of the items to the most delt damage that would not be fair to the Cheating, lieing, stealing player in that game. I mean if Im a theif and put in some effort to standing by watching someone kill a monster and then being unable to steal the item it would make me mad. Its just not fair I want some items that I stole I would say. I mean just because their games doesnt mean they have to be perfect land. I mean most games that are good the one reason why they are is cause the killer evil person and the chance of u dieing and going bye bye.
In response to Green Lime
well if I could figure out how to make them drop an item I would make them drop it instead of giving it to a person :)
In response to Clowd
Clowd wrote:
well if I could figure out how to make them drop an item I would make them drop it instead of giving it to a person :)

new /obj/item_type(src.loc)
In response to Clowd
Well, technically speaking, if you're aiming for realism, then whacking on monsters won't improve your physical talents, it'll improve your skills of whacking on monsters. Your body wouldn't change much.

Speaking as far as gameplay is concerned, it's a neat system, though. =)
In response to Spuzzum
Like I've seen in a particularly underrated PS1 game (Threads of Fate), stats like HP and MP could have their max go up the more it is used. I suppose you could apply the same to other stats, as well..

With the HP/MP max raising, it's kinda like this..You get beaten up more, you get more max HP. =p
In response to Hanns
Hanns wrote:
You get beaten up more, you get more max HP

I like it! =)
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