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Games and Stuff; Gaming talk, and so forth...
Topic Started: Oct 18 2004, 05:49 AM (230,562 Views)
Terra Drake
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Mortal Kombat managed to merge Adventure with Fighting, but...well, the less said about that game, the better.
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Kuraiou
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not particularly.

there are no random battles, not per se -- you can see enemies on the world map, so you can try to avoid them, and there will be items to fix that.

Skills are like abilities in BoF3 -- you get a certain number of ability points, which raises as you level, and each skill has a certain button combo and does a certain attack(duh). so down->forward light punch would cost 1 ap to 'equip,' and do something different for each fighting style(each character). at higher levels you could get one that cost 10 ap and was only forward -> light punch for the same ability. there's basically a shitton of combinations, and the fighting styles I came up with were all (IMHO) at least somewhat interesting.

item menu is accessed by a simple button press; I mapped everything out using a PS2 controller.

more details later.
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Shadow776
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Terra Drake,Feb 22 2006
12:04 AM
Mortal Kombat managed to merge Adventure with Fighting, but...well, the less said about that game, the better.

Never really got into the Mortal Kombat series. I have seen one of the movies, though. Not so great, but then again, not at the level of absurdity that was the Street Fighter Movie. Now that, that was so bad it was funny. :P
Terra Drake,Oct 19 2005
11:12 PM
If I had a penny for every time I didn't have a penny, I'd tear apart the universe in a paradox.

And so long as the irresponsible explore unknown lands, we need never fear...

~~~~

We're the last descendants
In the line of valiant soldiers
We're mistreated angels
We're the blackbird nation, we're the chosen ones
We're the last descendants
We're the tribe of unsung glory
We're the fallen angels
When the time is right you shall be on my side


~ Blind Guardian, "Wait for an Answer"

~... Don't disappear... ~
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mordain
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Kuraiou,Feb 22 2006
12:10 AM
not particularly.

there are no random battles, not per se -- you can see enemies on the world map, so you can try to avoid them, and there will be items to fix that.

Skills are like abilities in BoF3 -- you get a certain number of ability points, which raises as you level, and each skill has a certain button combo and does a certain attack(duh). so down->forward light punch would cost 1 ap to 'equip,' and do something different for each fighting style(each character). at higher levels you could get one that cost 10 ap and was only forward -> light punch for the same ability. there's basically a shitton of combinations, and the fighting styles I came up with were all (IMHO) at least somewhat interesting.

item menu is accessed by a simple button press; I mapped everything out using a PS2 controller.

more details later.

Sounds a little like Star Ocean 3, but with a more complicated battle system.

That was the only real-time combat system that I didn't detest. Although that was probably BECAUSE of the lack of complicated button combinations.
Live and learn - or die and teach by example.
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White Meteo
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never play Street Fighter Alpha 3 on psx? that was FUN and had RPG elements.
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Terra Drake
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So does Soul Calibur 3. But I think he's looking for more RPG-esque world. I know I am.
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Shadow776
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SCIII has more of the elements of a strategy game built into it than RPG ones. Actually, the on-screen unit movements sort of reminded me of the overworld map of Dragon Force for the Saturn... that game's good in its own right, but hardly your standard RPG.
Terra Drake,Oct 19 2005
11:12 PM
If I had a penny for every time I didn't have a penny, I'd tear apart the universe in a paradox.

And so long as the irresponsible explore unknown lands, we need never fear...

~~~~

We're the last descendants
In the line of valiant soldiers
We're mistreated angels
We're the blackbird nation, we're the chosen ones
We're the last descendants
We're the tribe of unsung glory
We're the fallen angels
When the time is right you shall be on my side


~ Blind Guardian, "Wait for an Answer"

~... Don't disappear... ~
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mordain
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SO3 had dodgeable mobs on the battlefields that were visible within a certain range on your minimap, and a real-time, three-person party battle system where you controlled one at a time (flipping between was easy, and the AI was kinda stupid). You picked four moves to be able to use at any one time - one strong/long range, one strong/short range, one weak/close range, and one weak/ long range. One button was weak attack, another was strong, and there was a fury point cost that each move had. Staying still for a moment or two refilled your fury bar. Some moves could have a duration during which it drained your fury until you were out, and the attack stopped.

The menu to use items and magic paused the game... but for magic users you could link spells to strong/weak attack.

At each level you got SP which could increase your attack, defense, mana, or health (although each only had 10 levels of improvement and at high level you just accumulated SP), along with points that allowed you to equip more and stronger special moves (which all had a point cost, and there was a maxium of these points that was hit pretty early). You also could have two passive abilities up at any time (like regening health when hit or when standing still, or learning a group of spells that the character wouldn't otherwise get, or being more resistant to being stunned).

It liked it. I can see the system easily working with one person in your party and more complicated button combinations for moves...'

Yeah, probably more description there than anyone cared about, but I'm nostalgic like that. Still need to beat Freya... *grumble*
Live and learn - or die and teach by example.
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ShadowWarriorLuke
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Terra Drake,Feb 22 2006
06:14 AM
So does Soul Calibur 3. But I think he's looking for more RPG-esque world. I know I am.

Something like DBZ Budokai 3 maybe?
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Terra Drake
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...that was FAR from being RPG-esque.
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Kuraiou
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I'm going for more RPG, less fighter, but for a fight system I really want traditional 2D fighter(which is why I mentioned Guilty Gear). The fighting system features predominantly in the story, but the story still has to come first. I'm not talking Ehrgeiz's dungeon crawl, or SO3's random character build-up. I'm talking traditional RPG, where the random/boss battles happen to be old-school fights.

There are a lot of things to consider. You don't want to just randomly pair a crappy fighter and a crappy RPG. There has to be a reasonable explanation for why these people fight they way they do, and you have to consider the level of boredom that repeatedly fighting the same monsters in a 2d fight will incur if it's too common, and you don't want the fighting element to be so obtrusive that it overshadows the story, and you don't want the story paced so that each fight is more an interruption than anything else...

Star Ocean is a good example, except the multiple monster vs. multiple player issue. assisting AI is bane, always has been always will be, because an assisting AI will /never/ do what you want, not exactly, and more often than not switching between multiple people is an exercise in frustration. I'm looking more towards DOA's tag team fight system for that. Basically, you press L3(I think it was L3), battle pauses, brings up a little menu next to your character of all the characters you can call out, you press a button, that character jumps in and your current character jumps out. Enemies can do the same thing.

so visually, a bit more like MvC.

Magic is basically like other standard moves, except it, well, drains MP, and generally has more spectacular effects. I'm thinking of having multiple button mappings(IE down-forward punch) for both regular attacks and magic, so you can kind of 'combo' it, but that would require a LOT of forethought to make sure the system isn't easily broken or gets overly complex.

Again, like I said, RPG. You have a world map; there are story events, anime cutscenes. The whole reason behind using a 2D fighter and 2D sprites for the world map is so everything has a visual unity to it -- the sprites you move around with are very close to the sprites you fight with are very close to the drawings. Also, sprites take up a shitton less space on the disk, so you can have more. That's REALLY important, since you need to have a really wide array of characters to fight with and against. But there will be items(I had a list somewhere, but lost it :/), I'm contemplating have a simple weapon system(weapons have built-in movesets that override certain actions for every character, but are more damaging), equipment(you can equip boots that let you dash or double-jump in battle, stuff like that), and again, story is really really really really really really really important. Not just running around dungeon crawl. That's pointless.

You have to use some clichés, I think -- the whole world is going to end unless these heroes brought together by fate can save it -- but I'm also throwing in a few different bits. You can read the current ideas I have on that here: http://www.ilstu.edu/~zslome/writing/tgrewrite.doc -- this isn't actually the IAQ, which I really wish I had, but lost(which included a big ass move list for four characters, all the descriptions, the first bit of the story, and a huge ass item/equipment list).
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Terra Drake
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Very nice. I like it already. This is exactly what I've been looking for; I even tried to design one for myself, once, but I didn't get far.
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Alan Bates
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So, what ideas do you actually have for story?
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MechaV
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A killer robot driving instructor who travels back in time for some reason.
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Kuraiou
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Prologue: This Is Awfully Cliche So I'm Going To Change It

You control Derazen and Gren as you walk around your home town, whose name I forgot but will come up with sooner or later. You can talk to a few NPCs, but due to their convenient placement can't leave town. A shop is available for purchasing a few goods, but of course you don't have cash for it. It starts to rain. Once you do a certain action(which I again haven't thought of, but will probably be going back to the Manor where the family lives), cue cutscene. Electricity in the house is fickle, lights flickering on and off; whenever the lights flicker on, you can see blood on the walls and the bare edge of some monstrous form. Derazen comes upon his father murdered. Gren screams. Derazen runs after him, finds him facing the monster, which is again only visible when the lights flicker on.

Shay (their sister) is trapped in a corner; Gren tries to hit the demon(maybe with a vase?) but it knocks him aside, stabs their sister in the throat, and then breaks out through the wall to continue killing.

You regain control of your character; you can check the corpses(you morbid fuck), or talk with Gren. There's some conversation, and he runs after the monster. You chase after it as well. There's blood everywhere. The monster is partially visible because water beads on it, and even moreso when lightning strikes. Derazen declares himself to be part of the royal bloodline, and with that power will strike the monster down.

Ensue fight. It does lots of leaping attacks and slashing attacks, but since it's the first game(and a prologue battle(and you had no chance to prepare)) one of the NPCs of the town tells you how to beat it(which of course makes no sense).

Afterwards, fade to black, perhaps show in some text a little history of the town or of Derazen and his family, then cutscene of the funeral. A big part of their culture is that the dead hold power over the living so long as you remember them, and so they hold funeral pyres to say goodbye to their fond memories and continue. Gren doesn't think this is good at all, of course, since he's only like 14, and loved his sister very much, and disappears into the outlying forest.

Fade to black once more, and Derazen explains in-character that he's now key suspect in the murder of his family and half his town. Stuff happens, Jayce and Erden and a bunch of people are sent in to declare the town under martial law while things are sorted out, you control Derazen as he either escapes or gets himself caught, but either way you're brought back to town, etc. etc.

The rest of the big picture is in the document I linked, Alan.
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Drekal
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*Makes note of plot for future reference.
That which holds the image of an angel...
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Kuraiou
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I added a bunch more for the IAQ.

A hell of a bunch.

Well, okay, just a few character descriptions, and a vague description of what's going on with buttons, and really not much more than what I've already said here.

but here ya go anyways: http://www.ilstu.edu/~zslome/writing/tgrewrite.doc

edit: rereading my notes, it seems I described some parts wrong. After the second Fade To Black, you actually take control of Jayce for a while, run around the countryside/worldmap, go through a small dungeon, and then arrive at the town, engage Derazen in battle, hilarity ensues.

edit 2: one of the big things I want to get away from is the idea that your little band of heroes is the only band of heroes, and that there's one de facto leader. Each character will have their own significant plots and stories told from their perspective(as you may have noticed, each one has a 'counter' villain of sorts), and even the villains aren't really villains. God, I hate 1-dimensional villains. I hate them so freaking much.
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MechaV
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omg in english
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Terra Drake
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I haven't played the first one, but I've heard the worst reviews. That being said, Fullmetal Alchemist 2: Curse of the Crimson Elixir for PS2 is definitely grabbing my attention. It's not very difficult, and the plot differs quite a bit from the anime, especially in their re-enactment of Ed's first visit to Liore. So far, the difficulty has been slim, but you barely notice that because transmuting the crap out of everything around you is just so much fun.
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Shadow776
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Yeah, the first one isn't all that great. Ed's alchemy is limited to stone spikes and barriers, as well as transmuting select objects into weapons (of which I've only encountered a spear and a gatling gun, but the latter can't be moved). Al's reduced to the role of a "watchdog" of sorts, and you send him charging at enemies with the push of a button. The game itself seems excessively linear, but I haven't played too far into it, so I suppose it could improve slightly.

I guess I'll give the sequel a shot, then. According to GameFAQs, there's also another FMA game for PS2, although it has no listed U.S. release date. There's a DS game too, and that one has U.S. release listed as "TBA"... :grin:
Terra Drake,Oct 19 2005
11:12 PM
If I had a penny for every time I didn't have a penny, I'd tear apart the universe in a paradox.

And so long as the irresponsible explore unknown lands, we need never fear...

~~~~

We're the last descendants
In the line of valiant soldiers
We're mistreated angels
We're the blackbird nation, we're the chosen ones
We're the last descendants
We're the tribe of unsung glory
We're the fallen angels
When the time is right you shall be on my side


~ Blind Guardian, "Wait for an Answer"

~... Don't disappear... ~
Offline Profile Goto Top
 
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