jack1974
Dec 21, 2016
I'm looking for feedback on which RPG system to use. The result of the poll won't determine what I do since there are other factors in play (for example my ability to actually code an ATB system!)

but I'll take into serious consideration of course.
In case you don't know what ATB means/is, I found this link which is quite useful:
http://finalfantasy.wikia.com/wiki/Battle_system
Some info about the game:
Basically in the game there's this map, and without going too much in details to avoid spoilers, you'll need to fight battles from each "elemental region" in a progressive level of difficulty. As you fight battles, you get access to more powerful minions.
The game characters never take part directly in the battles. They act like the Heroes Of Might & Magic heroes: they summon minions and also can use skills/abilities (like spells). The minions can level up, but differently from traditional RPGs, you can summon more than 1 of each type (with some limits due to mana cost).
So for example you could summon 5 Will'o'wisp (the cheapest Air creature) but maybe only 1 Black Dragon (one of the most powerful ones).
Currently I'm more inclined to go with the Pokemon-style game myself. I think could be different from my other games, and if I go with tag-team battles (you can replace dead creatures during the fight) it could get very interesting from strategic point of view

jack1974
Dec 26, 2016
So after a short Christmas break I'm back on this
I think I have a good idea about how making it. Of course, since there are 72 different creatures (12 for each elements x 6 elements) I cannot have many skills for each one. I am thinking to go with 2 abilities (offensive/defensive), which would mean already 144 different skills (ROFL). Plus there should be the actual heroes abilities (luckily there are only 6 heroes for each element!).
I think will go with something of a mix between the first two. So, turn based, but with the main difference that you can summon new units on the battlefield anytime, as long as you have enough mana (of course this will be balanced). Like in a card game, the game will end when the main hero reach 0 HP. Since you'll be able to bring a companion with you, maybe I could do an interesting thing and have two targets, when one reach zero you can't use spells/creatures of that element anymore, it could add a bit of strategy
In practice think like the usual RPG combat, but with creatures that can be killed and resummoned, and two hero targets on each side. I think this way should play already very differently from the other RPGs and not require too much extra work! This will probably be one of my "last famous words (tm)" moments

Jaeger
Dec 26, 2016
I would like something along the lines Heroes of Might and Magic. I like the element of space control and it would open up more possibilities when it comes to designing skills. In addition to damage, buffs, debuffs, and healing, you can also go for abilities that affect positioning of your allies or foes. Traps, impeding barriers, leaping over obstacles, or pushing opponents a few spaces away, are few examples at the top of my head.
jack1974
Dec 26, 2016
Yes but that would require using a combat map/grid... while the new framework Anima is working on should support it (in theory) I don't think I'll manage to use it for this game. Anyway, we'll see

jack1974
Jan 13, 2017


https://pbs.twimg.com/media/C2B7vWJUUAA8EXN.jpg" style="max-width:100%">
preliminary sketch for the battle GUI

I think the main issue will be showing the creatures/units to summon. I wanted to display both yours and enemy's in much bigger images (since the art is very nice) and max 3 or 5 each side. So summoning would work by clicking on the bottom-right icon, but then I'll need either to open a new window, or a list or something... damn that will be the toughest thing to do in this game

BobTheMob
Jan 13, 2017
W/ art like this, Jack, I'll get the game no matter what.
Reminds me of "The Nightmare Before Christmas"--I'm in!

jack1974
Jan 13, 2017
Thanks. Thinking that those backgrounds are... 5 years old!

DarkWolf
Jan 13, 2017
I would like something along the lines Heroes of Might and Magic. I like the element of space control and it would open up more possibilities when it comes to designing skills. In addition to damage, buffs, debuffs, and healing, you can also go for abilities that affect positioning of your allies or foes. Traps, impeding barriers, leaping over obstacles, or pushing opponents a few spaces away, are few examples at the top of my head.
I would like to second this, if not for UL then maybe for some future game. I was always a fan of games like those.
That said as someone who is here for a story as long as I like characters/setting/plot and there is GxG I will get a game no matter what a gameplay is.
jack1974
Jan 13, 2017
I like that kind of games too, but the main problem is the AI - since it's not just a matter of who to attack, but also how far to move, consider the area of effect of the attack/spells, etc.
I think would be a real nightmare to code... even if I wouldn't be the one coding it for sure

Jaeger
Jan 13, 2017
Truth be told, most strategy/tactical games don't have an amazing AI that can pose a threat to a good human player on equal terms. Usually, they rely on resource advantages like greater numbers and favorable starting terrain to gain the upper hand.
jack1974
Jan 13, 2017
Yes that's true, but still in a tactical RPG with a map, unless the enemy defends only, there are several things to code, like a pathfinding algorithm, etc

unless the maps are very crowded like Banner Saga for example.
grey_duck
Mar 26, 2018
I realize this is an extremely old thread, and I have no idea where you are on Undead Lily these days, but I'd just like to say that in either a Pokemon or ATB system, or any system really (or any game you make ever [or any game anyone makes]) it would be awesome to allow combos, Chrono Trigger style.
Of course, looking at some of the other threads, there's already a creature/skill overload, so this might not be the right game for combos, but it would be pretty sweet to do a water-life attack or a fire-air attack. (Or, y'know, get to Loren 2 and have Elenor and Chambara team up to fire a volley of arrows infused with dark magic.)
jack1974
Mar 26, 2018
Yes combos are cool, I need to refresh my memory how it worked on chrono trigger though

grey_duck
Mar 27, 2018
Short version: each character had an action bar that slowly filled, and they could act when it was full, or you could wait til more than one character had full bars and do a combo. The first two Penny Arcade/Rain-slick Precipice games had a similar system.
jack1974
Mar 27, 2018
Ah yes now I remember. That is interesting indeed

Jaeger
Jun 13, 2018
I'm not too crazy about ATB system as a whole, but I did like Chrono Trigger's combat compared to most of its ilk. Besides the afroementioned double/triple techs, what I like the most about it was how the enemy encounters were designed. Enemies can move around the field, changing the effectiveness of certain AOE skills. Both regular mobs and bosses have a few quirks to watch out for or exploit.
jack1974
Jun 13, 2018
Adding a battlefield is probably the biggest task and I think also the feature that would make the battles very different. Maybe one day

Ragnus
Oct 06, 2018
Same I don't really like ATB mode. I never played chrono trigger on the snes since it wasn't released here but on the pc version you can choose wait mode and it at least pauses once you are in the skill menu to select or spell or ability or whatever.
I guess pokemon style sounds the most interesting to me.
Classic party would also be ok, but most of your games are and maybe something a little bit different would be nice.
jack1974
Apr 15, 2019
I'm going to lock this thread since I made my mind to try using a card system similar to PSCD so makes no sense to keep the poll active since it's outdated
