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Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
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Posted: Wed Dec 03, 2003 7:14 pm Post subject: Machu Idea 2: "Rhythm Battle" |
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I'm a good fan of DDR games and I like the concept of timing as a video game skill. I've wanted to make a game that incorporates "rhythm" into the fighting. I'm not sure if it'll be a RPG like Legend of Dragoon or FFT/Front Mission style game in which the screen will change to the "rhythm" mode when you attacked, but I want the attacking to go like this: a tune plays according to the attack used (or maybe the current song changes tone), and the buttons that need to be pushed will scroll along DDR style. If the game is versus (and probably will), then the defender will do a separate, simpler button combination. The damage, or success, of the attack is determined by how well it is pulled off, and the defender's performance can reduce damage and if he pulls off the buttons at a key point the attacker screwed up on, then the attack will be stoped and possibly even countered, depending on the riskiness of the attack and if the defender keeps his rhythm up for a while.
I came up with this idea just today, so help me come up with a cool idea, okay? _________________
Code: | [*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing |
Last edited by Machu on Wed Dec 03, 2003 7:41 pm; edited 1 time in total |
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Squall is fantastic

Joined: 02 Feb 2003 Posts: 758 Location: Nampa, Idaho
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Posted: Wed Dec 03, 2003 7:28 pm Post subject: |
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This sort of thing is pulled off, to a much smaller extend in Paper Mario. There is an attack where a bar with a small red section appears and a cursor slides back and forth across it, and you have to press A when it's in the red. The success is based on how close to the center you land.
This is a pretty interesting way to do attacks, and I've always found it fun, but I, personally, feel that I'm pretty good at timing related things and I would love to see something like that fleshed out more.
When I read the subject line, I immediatly thought of a variation of Zell's limit break, Duel from FF8. In the limit break, he starts a long chain of kicks and punches, but you press in a button combonation for each move. The variation I though of would be that instead of having a short pause for you to enter a button combo, there are four buttons at the top of the screen (I'm going to use circle, square, X, and triangle for the example) and red circles float from the bottom, quicky. You press the cooresponding button when the red circle passes one of the buttons. Using this, you could have about 20 seperate attacks in one, each one depending on your timing. You could mix it up by having the red circles coming at different speeds than each other, thus straying away from rythmn and more to timing.
Just a thought. |
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GMan1988

Joined: 01 Nov 2003 Posts: 16 Location: Nowhere
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Posted: Thu Dec 04, 2003 1:11 pm Post subject: |
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*Worthy* does something like that in his battle engine, Custom Battle Demo (actually, only one character does it). You might want to check it out, anyway. It's in the gamelist, if you didn't know that already . _________________ .hack//SIGN is freakin' awesome. |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Thu Dec 04, 2003 3:08 pm Post subject: |
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Yeah, Worthy and I were gonna make a Star Wars game using that engine like 2 or 3 months ago. But, from what I know about plotscripting, you can't script inside of a battle. But hey, it's a good idea, maybe someday James Paige will make it so you can do some crazy scripting in a battle, which would make some freaky cool summoning stuff. But hey, for all I know you can already do it. Ask some scripters, like Minnek or Cube. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Dec 04, 2003 6:43 pm Post subject: |
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You can't plotscript in battle, and James says he is absolutly NOT going to implement anything like that, nor a specail battle scripting. But why do you want to use scripting in battle if you were going to use custom battle system? _________________ "It is so great it is insanely great." |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Fri Dec 05, 2003 7:05 am Post subject: |
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Like I said, I'm not that good with scripting. I know very little and I guess I don't fully know how to use the OHR to it's full potential like some people do. Anyways, yeah, a custom engine would suit your purpose very nicely. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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Ssalamanderr Simply too strong. Simply too beautiful!

Joined: 14 Feb 2003 Posts: 208 Location: Out somewhere, Chillaxing.
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Posted: Mon Jan 05, 2004 6:57 am Post subject: |
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This sounds a little bit like Dark Cloud's dueling system. I think It's an interesting idea if anyone could pull it off.
edit: It's not off topic anymore. _________________ Ssalamanderr's Journal!: http://www.livejournal.com/users/ssalamanderr/
Ukelele no good!
Last edited by Ssalamanderr on Wed Jan 07, 2004 6:45 pm; edited 1 time in total |
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T-Master
Joined: 10 Dec 2003 Posts: 74
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Posted: Tue Jan 06, 2004 2:25 am Post subject: |
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If you're thinking about timing button combos to music, forget it.
If you're thinking about having button combos that aren't timed, then you have something possible.
EDIT: Ignore this.
Last edited by T-Master on Wed Jan 07, 2004 4:26 pm; edited 1 time in total |
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Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
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Posted: Tue Jan 06, 2004 7:13 pm Post subject: |
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SUPER-IMPORTANT NOTICE:
All of the ideas I have and will come up with aren't OHR projects unless specifically stated so. Any posts relating them to OHR will be considered off topic and ignored by me. _________________
Code: | [*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing |
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T-Master
Joined: 10 Dec 2003 Posts: 74
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Posted: Wed Jan 07, 2004 4:27 pm Post subject: |
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It'd be more manageable in a Front Mission format.
Although as the game dragged on, pushing all those buttons could get tiring. Insofar, there should be *substantial* bonuses for completing the combination correctly/perfectly.
Also, my theory on this:
If both attacker and defender execute their combinations perfectly, the defender should still take damage.
If both attacker and defender execute their combinations poorly, the defender should have the advantage.
Otherwise, in a versus mode the attacker and defender could reach a virtual stalemate. |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Tue Jan 13, 2004 4:27 am Post subject: |
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There isn't any real need for battlescripting since you can emulate it with plotscripting. And you can make far more interactive battles like that (Though graphically you would be limited to the walkabout graphics and you wouldn't have an attack menu). I dare someone to try it.
Actually... Ignore that suggestion. You'd have like a maximum of 100 battles which involve hammering at spacebar like you actually knew what was going on... _________________
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Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
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Posted: Thu Jul 29, 2004 8:51 pm Post subject: |
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The person who made the thread can revive it...
Dude!
http://members.cox.net/swt2/Tendrils/
This is so my idea! Well, not really, my implemention ideas are rather different, but the RPG with DDR idea is similar. Also, this game is kinda fun. I hate dungeon-crawling, but it's got above-average presentation and more references than the Arfenhouse movies. _________________
Code: | [*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing |
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