RPG Battle System Ideas

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

RPG Battle System Ideas

Post by LK873 »

Alright, last night I threw this idea at Agent ME. We talked for a bit and I gathered enough inspiration to write up a horribly scripted RPG-like battle-arena thingymabob.

Keep in mind this is VERY basic and prelimenary, and there are a shitload of things that need to be sorted out before even considering the idea for a major project.

Thanks go to FF5, for letting me use it's music. It really had no choice in the matter :P

Thanks go to Agent ME and Destroyer who helped me with stupid-ass ACS problems I had.

[edit]
OMG yes I AM still working on this, anyway, I bet your asking "OMG UPDATET WATZ NEW?!??!!1" Well...

I added Potion and Hi-Potion inventory items and a boss fight (yes I know it sucks :P) And I realised how dumb it was to kill the original actors instead of removing them, so I fxied this as well. I think that's everything, OH! And I added a cheesy battle transition sound I made in like 4 seconds! Yeah, I think that's it...
Attachments
RPG.rar
OMG Updated RPG Thingy!
(140.84 KiB) Downloaded 49 times
Last edited by LK873 on Sat Jun 25, 2005 11:38 am, edited 5 times in total.
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

Wow RPG Doom.
May I say that for the engine that has so much, it could use this so much.
Remember FF Doom, that would be soo much better with this.
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

FF Doom? Did such a thing exist? If if it did, more info please.
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA
Contact:

Post by chaoscentral »

heh, this isn't that bad lol. work on the fading though it fades after you teleport
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

I know what you're saying, and I fixed it in like 0.04 seconds, but it's not that big of a deal. It IS concept after all.
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

Another idea I had was to even attempt turn based attacks, but I don't think that's possible, and if it is, it'd require a bajillion lines of code.
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

LK873 wrote:FF Doom? Did such a thing exist? If if it did, more info please.
Check the /idgames archive and look in the Doom (1) megawads section. It's more or less Doom with FFish graphics and some new levels. Not reccomended for non-FF fans, as it basically takes the "Doom" out of Doom and tries to make a mini FPS out of Final Fantasy starring a Moogle.
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

o_O Okay...That must be weird
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

I was trying to come up with better transition ideas, one was twirling and blurring the screen. Another was kinda like a pixelation effect where the image slowly pixelates onto the screen. And other such things, however, I don't think any of this is possible.
User avatar
Arcane
Posts: 544
Joined: Sun Sep 12, 2004 1:36 pm

Post by Arcane »

I like the idea of inverting the screen and then suddenly teleporting the player into the battle area, flipping the inversion back to normal.

Think Parasite Eve.
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

Parasite Eve was awesome, although I more-so got the idea from the older FF SNES games

Now what'd be cool is a FFX battle transition effect...
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

somebody make a FF doom with this RPG system. {a GOOD FF doom that is.}
now.
NOW!!!!!!!!!
and if anybody does it, concept; don't just use stuff from ONE FF.
KTD
Posts: 3
Joined: Wed Mar 23, 2005 4:38 am

Post by KTD »

LK873 wrote:Another idea I had was to even attempt turn based attacks, but I don't think that's possible, and if it is, it'd require a bajillion lines of code.
You mean something like that? Don't tell me that it is full of bugs, I know it... Even your health and ammo remain unchanged after the battle.

BTW, is there a way to force a zombie (and marine) to attack? Sometimes they are trying to walk around TOO long...
Attachments
RPG2.rar
(9.03 KiB) Downloaded 41 times
LK873
Posts: 274
Joined: Mon Aug 30, 2004 10:54 am
Location: Ontario, Canada

Post by LK873 »

I'm at school ATM and won't be able to work on this until the weekend. Just an FYI that I'm still around and willing to continue expanding the concept/system/whatever.

To anybody who contributes: I highly appreciate it and if I release this in some sort of way in a WAD or whatever, you will be credited.

Now like I said, I don't get the chance often to check here at school, but come Friday evening I'll have time to check out the turn-based system KTD has created.

Also, I'm working on items, think Potions, Ethers, Phoenix Downs and etc. Problem is mainly with the Phoenix Down idea, There is no codepointer or any such thing to resurrect the player when an item is used. The potions I have the code for on a floppy disk along with concept fire/ice bombs. Anybody interested in doing sprite-work for them?

I'll check back later when or if I get the chance.

[edit]
@KTD: This is where DECORATE will come in handy, you could use codepointers to make the monsters not move around for so long. At least, I THINK you could...

@Arcane: Well if A_inverse or whatever was usable from ACS we could achieve that effect. Maybe it should be an ACS function so we can use it whenever we want and not just on guns and items.
Locked

Return to “Editing (Archive)”