What was your favorite RPG maker fight system? Why?
As I mentioned last week I am following the Yanfly comic and making a basic Harold Dungeon crawler game. Nothing fancy, nothing too wordy, just a wee little game. The enemies are spelled out for me so technically I should just set things up the way they say too, slap them on the maps and be good to go, right?
I wish that were the case.
What I have learned so far is that random battles have their place. They are, to me, good for grinding items and for questing*, but not XP. XP based fights needs to be measured and controlled in the way it's given to the player or one of two things will happen: Either you will get frustrated by the pop-up fights when you don't need them, or you will have to wander around to grind to get strong enough to fight the next set of monsters.
After play testing my first dungeon at least five times I didn't look forward to any of the encounters past the bare minimum. Thus I am going to strip out all random encounters and lay out measured fights so that there are 'just enough'.
I really, really don't want to though. Math for me is a little hard, I'm going to have to event some region triggers for each monster on each map, and I have to balancer all of the drops and treasures. Not to mention I might have to rebuild several rooms in the dungeon!
Random battles are easy to toss together, easy-ish to scale for the 'dev's expected player progression' and only needs a few seconds to set up on the map. And I'm lazy, impatient and a little stupid.
I want to do things the easy way. This is a throwaway game, right? For practice? For my pwn benefit? Who would even want to play my trash practice game?
But there's the reminder. This IS practice, for my own learning, and for personal growth. If I'm not having fun playing it my self then why not program something I will enjoy? Why not do it 'right'?
Keep the math so simple even my dumb brain can grasp it! Imagine numbers as wedges, right? Or labeled steps on a staircase? It can't be that hard!
But it is because I've never done this before and the information out there is vague and not specific, but at the same time very nuanced and detailed in all the ways I either already know or don't need. And that's just the overviews. The battle formulas are still written in some kind of arcane nonsense and I've studied them for days.
I REFUSE to toss in plugins anywhere until I have sufficiently learned the engine. If I can't make the basics good and fun what good will tossing fancy plugins do me?
My quest for the BIG HAROLD GAME continues. My attempt to make a small Harold game looms before me. And every week I come here to document that and remind my self that the real fight is against my own ignorance and laziness.
As always I would love your suggestions and advice. I have two questions for this week:
How do you make your fights? What has been your favorite RPG maker fight system and why? (I guess that's technically three questions, but like I said I'm not good at math! ^_~)
~Me
BONUS VIDEO: This echoed what I was feeling and explains things better than I probably can!
The Big Learning Game
Time to learn things!
Status | Released |
Author | TTSnim |
Genre | Adventure, Role Playing |
Tags | RPG Maker, Singleplayer |
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Comments
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I find the trick to designing cool battles is to think of challenges you can present to the player, then design tools for them to overcome those challenges. My favorite fight system doesn't actually come from RPG Maker, but Slay The Spire. There are tons of cool encounter ideas in that game.
One example is a miniboss encounter: the first action the enemy takes is to give itself a state in which it gains an attack buff every time the player uses a "skill" card (which usually gives the player Block points). After that, the enemy uses either a plain big attack or a weaker attack that gives the player a defense debuff.
Another example is a boss that splits in two when its HP is below 50% HP. Those enemies in turn split in two when they get below 50% HP.
Since not every encounter is a boss, here's an idea for a minion battle: two enemies alternate between a basic attack, a skill that buffs their attack damage, and a skill that debuffs the player's attack damage. The first time the player hits them, they gain Block for a turn.
Slay the Spire is a great source of inspiration, but its mechanics don't always transfer to RM cleanly. Here are some ideas I've had that are specific to RM:
So you see, there are some great ideas that aren't math-based! Just tweak the values until you get the results you want.
I don't think the first time I read this reply I could truly grasp what you were saying, so I waited to reply. Now that I have dabbled in a a number RPG maker fights of my own making. Now that I have played with the monsters, and re-red the tutorial comic a few times, I can see what you mean.
I aim to give the monsters a number of weaknesses and strengths to force the player to make strategic decisions as they go along. Defense, offense, attacks both physical and 'magical' are all things I want to use to knock a player off balance and have to think on his or her feet.
What I now also understand is that I'm going to be play testing these fights for weeks to get the balancing right.
Thank you again, this answer gets more helpful the more I comprehend it!
I brought this question up in Studio Blue's stream today. Teal's (and chat's) advice is below.
To review, the question I asked was: How would you craft an RPG battle system? What has been your favorite RPG battle system and why?
Teal's Responses:
https://clips.twitch.tv/BumblingAwkwardHumanSpicyBoy-1ebIGLrAFXLgG5EG
Additional advice from BG and Steel:
https://clips.twitch.tv/PiercingPatientOysterHeyGuys-DMPZJ1FqRK_3aCpZ
Bonus advice if you ever consider trying a 5-party member battle system (which would require plugins):
https://clips.twitch.tv/OriginalMagnificentKleeCclamChamp-93-PIlOPqNuKF8sr
Bonus advice for 5-party member battles, part 2:
https://clips.twitch.tv/TsundereTastyChinchillaDAESuppy-lntGTT_ewg_TqV8b
I hope that gives you some food for thought!
Thank you so much for these! I really ought to catch these streams more my self. You have reminded me of a community I forgot I like to pester!
I've only had 3 and a half hours of sleep thanks to a migraine. Why am I still deving?!?!?!?
Game dev is a helluva drug! 😛
IT IS! And I had sleep!
And I've decided to archive and start over because remaking 90% of what I already did to fix a mistake wasn't worth it to me.
WOO for these learning projects! But learning I am! :D
*Party sounds*
It seems it's frequently necessary in game making to do it wrong before you figure out how to do it right.