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Hmm... interesting "level down" system?
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Onlyoneinall
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PostPosted: Sun Jun 04, 2006 2:56 pm    Post subject: Hmm... interesting "level down" system? Reply with quote

Okay, the game I'm currently working on (Bloodlust) works with the same battle system, only you get weaker as you gain experience (which is fatigue points). I created it so you start with healthy stats and by (fatigue) level 99, you're just unable to fight (with no extra equipment) as your stats are extremely miserable.

Anyway, I figured this would make for an interesting system, but then I realized that the problem was I wanted it to be more realistic. Fighting an enemy with bare fists compared to shooting it a few times isn't going to cause as much fatigue. It wouldn't make sense for the character to gain the same amount of fatigue points for different methods of fighting.

Then just now, I was like, hey! I know! Why not have it for every hit, each enemy spawns a certain number of fatigue points? Say the enemy has a base fatigue point set at 20, and then for every time you hit it, it spawns one enemy that gives you 10 fatigue points. In this matter, bashing it a bunch of times would cause more fatigue points to build, so you would lose more strength from punching it as opposed to shooting it and finishing it off quickly, which would result in you gaining fewer fatigue points. This not only makes it more real, it also makes the player reconsider bashing away at an enemy, since it would mean they would level down more and that would make things tougher.

I think it's a pretty good idea. I came up with it while playtesting one of the battles and I think it's a lot better than having a set amount of fatigue points gained no matter what. Woo hoo!

This brings to point out though, something seems to be still wrong with the experience and items you gain after battle. Bug Neutral

But anyway, what do you guys think? It is the Only One In All Fatigue Points System! lol
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Calehay
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PostPosted: Sun Jun 04, 2006 3:15 pm    Post subject: Reply with quote

The only way that I think this could work if every battle is unavoidable and unescapable. It is a nice idea to cause players to think strategically, but with something like that, I personally would prefer something turn-based.
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Iblis
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PostPosted: Sun Jun 04, 2006 4:25 pm    Post subject: Reply with quote

This could work. I like the idea of it being dependent on player skill, a better player will be able to kill their enemies more quickly and thus level down more slowly. You'd have to be very good at designing attacks and enemies though, to make sure that a good player can figure out which attacks to use in different situations. If all the enemies and attacks are the same, or if there's one attack that's always the best, the system will fail.

You've been talking about a survival horror game, and I'm assuming that's what this is for. This idea could work very well for that.

Like Calehay said, obviously the battles would have to be inescapable, otherwise no one would fight them so they'd have less fatigue for the bosses. You might consider only having boss fights, but having a lot of them.

Actually, you could have inescapable battles as long as they did provide something essential, like maybe you can only get items by fighting battles, and you need them to survive. You might use items that would increase stats to fight off the fatigue, or items that would teach skills, or powerful pieces of equipment.
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Onlyoneinall
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PostPosted: Sun Jun 04, 2006 4:53 pm    Post subject: Reply with quote

Yeah, I plan on making all encounters unescapable, so it is either avoid the fights and save your strength, or get into one and minimize loss of stamina. The game's weaponry is going to consist of melee weapons in case you're low on ammunition, and guns will be your primary saver of strength. Since I won't be using any elements for magic, I'm sure I could impliment different things. Weapon choices are going to be limited, so I'll have to think of ways to make the system work well.

The items idea sounds good, since then there would at least be a small benefit to the loss of stats. I'll have to just think about it and playtest a lot, but if I can get the system structured out well enough, it would make for good strategy and something a little more unique to the ol' leveling up.
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PostPosted: Sun Jun 04, 2006 5:35 pm    Post subject: Reply with quote

This is a Good Idea. I would also recommend making the battles more than just "kill the enemy with your most powerful attack so it dies faster" and add in some alternate means of defeating enemies. Example: a whole group of zombies are coming at you. They each only take one hit to kill with a gun, but you want to conserve ammo. Punching/knifing would be too fatiguing. Looking around, you realize you can target the chandelier hanging above them. One shot from the gun, it crashes down, battle over.

Of course, to do something like that, I'd make each enemy, by default, give 0 fatigue points. It's only when you actually hit it that you get tired, so I think this makes sense. That way, when you eliminate a whole bunch with one single action, you don't feel like you defeated each individually.
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Valigarmander
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PostPosted: Mon Jun 05, 2006 7:42 am    Post subject: Reply with quote

A good idea! In fact, a great idea! I wish I'd come up with it first. I think you could put the eight elements to use since you won't be using magic. For instance, let's say you have two guys. (This probably won't apply to a S/H game, but meh.) They both have weapons that have the exact same battle power and deal the same amount of damage. One guy has a poisonous dagger. The other has an iron warhammer. (Okay, those probably wouldn't be the same, but meh again!) The big o' hammer would take a lot more effort to swing around than a little dagger, therefore it should cause more fatigue. Anyways, you've got a cool idea. Hope this has been at least a little helpful.
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LeRoy_Leo
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PostPosted: Mon Jun 05, 2006 8:01 am    Post subject: Re: Hmm... interesting "level down" system? Reply with quote

Onlyoneinall wrote:
Then just now, I was like, hey! I know! Why not have it for every hit, each enemy spawns a certain number of fatigue points? Say the enemy has a base fatigue point set at 20, and then for every time you hit it, it spawns one enemy that gives you 10 fatigue points. In this matter, bashing it a bunch of times would cause more fatigue points to build, so you would lose more strength from punching it as opposed to shooting it and finishing it off quickly, which would result in you gaining fewer fatigue points.


So, what you are saying is, you have created a system where the more damage a player does to a monster, the less energy he uses? Because Guns do more damage than fists, the monster will die before spawning too many fatigue counters, right? just seeing if I am on the same page.

What was the bug? This seems solid. It's simply spawning an enemy that kills it's self when it is spawned and gives you experience (Fatigue in this case).
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Onlyoneinall
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PostPosted: Mon Jun 05, 2006 12:12 pm    Post subject: Reply with quote

Me and Valigarmander, good ideas. I could have a couple of scenarios like that since I plan on most of my battles being a one on one battle. Having a swarm attack would induce hopelessness into a player, and make them look to strategically attack. I also planned on having certain types of weapons inducing more fatigue than others, like toting around a heavy assault rifle would be more fatigue inducing than a lightweight pistol.

Leroy, yup. You're on the right page there. As for the bug, create an enemy that spawns experience and set it to have 0 HP. Then attack it and count how many EXP points you should have at the end and see how many you have instead. I attacked my game enemy and the fatigue you should have had was 50, but then it said "gained 110 fatigue points!" No, no, no...
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Moogle1
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PostPosted: Mon Jun 05, 2006 8:49 pm    Post subject: Reply with quote

An alternate suggestion is to allow running away, but have that tack on extra fatigue.

I like this. It's a great idea for the survival-horror game you're making.
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PostPosted: Mon Jun 05, 2006 9:28 pm    Post subject: Reply with quote

Moogle1 wrote:
An alternate suggestion is to allow running away, but have that tack on extra fatigue.

I like this. It's a great idea for the survival-horror game you're making.


This is hard when working within the bounds of the OHR battle system, which, if I recall correctly, OOiA is doing.
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Joe Man




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PostPosted: Tue Jun 06, 2006 6:31 am    Post subject: Reply with quote

Well, it depends on if battles are already placed or are random. If the NPC that initiates the battle also initiates a "run away" script that can only run if the enemy still exists (meaning it hasn't been defeated), not only could there be a convinient running sequence or invulnerability period but fatigue could be increased. I don't know how the system works, but that makes sense to me.
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Camdog




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PostPosted: Tue Jun 06, 2006 8:32 am    Post subject: Reply with quote

Actually, it's pretty easy to do this, as the "fight formation" plotscript returns the result of the battle (false if lost or ran away, true if won).

Code:
script, fight, begin
  variable(result)
  result := fight formation(formation #)

  if (result == false) then(
    give experience(party, running fatigue #)
  )
end


Just make the fight script be your instead of battle script for maps that have random encounters.

Questions:

How are you going to take into account the fact that the level up experience values are hard coded? As it stands now, the player would become less and less fatigued the more battles they fought (as it takes more and more xp to level up). Possible solution: Have an after battle script check to see what level the heros are on and increase the experience accordingly. However, this seems clunky and has the disadvantage of the players seeing a misleading experience number at the end of battles.

Also, how are you going to get around around the 'celebrating' that the heros do after battles? Seems incongruous that they'd do a little dance after that last battle sapped so much of their energy. Maybe you could make all the enemies provide no rewards at all, and take care of that with an after battle script instead. That would take care of the 'misleading xp' problem mentioned above if you do up the xp gained based on level...

Anyway, good luck with this! As pretty much everyone else has said, I think this is a great idea, and could potentially become a really fun game.
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Onlyoneinall
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PostPosted: Tue Jun 06, 2006 1:07 pm    Post subject: Reply with quote

Moogle - While I don't plan on doing that, I can see how I could get that to work.

Joe Man - Well, I was originally thinking that now that tags can be activated in battle, a lot of tag work could take place. It would be kind of complex and perhaps clunkier than plotscripting, but I figure when you first fight, a tag is set, and if it is on, it would add on the fatigue, and if you win, the tag will be set off, so you don't earn extra. But I don't plan on having battles you can run from.

Camdog - I have thought about that, but I haven't given it too much thought. I'm not a proficent plotscripter, and I wasn't aware there were plotscripts that could add EXP. I guess I could create a formula or something that gives extra experience based on level or something. I should probably get the basis of the game first however before I get into working around with the system.

Thanks for all your support. I hope I can get this game finished eventually, and get a demo out sometime soon. I'll post screenshots once I get enough of it done.

Also, another nifty feature I'm hoping will work out in the game is being able to walk by things in front of you and not disappear completely, like standing behind a lamp post and seeing part of you instead of mysteriously disappearing. This is obviously done at the moment by NPCs over Heroes, but I thought it would be interesting considering I haven't seen any games yet that do this.
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Joe Man




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PostPosted: Tue Jun 06, 2006 6:16 pm    Post subject: Reply with quote

I haven't checked the features n a long time so i dunno what can be done.
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Valigarmander
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PostPosted: Tue Jun 06, 2006 6:25 pm    Post subject: Reply with quote

Crap on a stick. Your survival-horror game's overshadowing MY survival-horror game. Mzgbleh! Hopefully mine won't suck fantastically when compared to whatever the hell you're making... ecalpsuoiretsymasidlroweht Anyways, enough of my rambling. Like I said before, your fatigue-thingie is a novel idea. Novel! If only I was as inventive. I don't know what else I can say that hasn't already been said... Hell, I don't even know why I'm making this post. So............... Valigarmander out.
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