Preface:
So, assuming someone is reading this, they're probably wondering what I'm talking about, but before I get to that, I'd like to take the time to indulge in myself. RPG are my favorite types of games, and as such, RPG Maps are one of my favorites. The sad thing is, all the "RPGs" I find on bnet are poorly done. While a few RPGs I have played have been done quite well, many of them weren't truly RPGs to me. The main thing that I believe is key in a RPG is a good Battle System and a way of developing your character. Out of such, I decided to see if I could do something unique and enjoyable and as such is why I am posting here.
So, what is it an Arrow Combat System and Sphere Grid? I'll explain each.
Arrow Combat System
The ACS(as all things must have proper names and proper adjectives!) is basically the name I have given to the battle system I've tried to make. It revolves around the four directional arrow keys. Every ability that your hero can learn can be assigned to the arrow keys. This provides a wide amount of flexibility, but also an amount of limitability as you can only take four abilities into combat. However, abilities can be changed on the fly.
Furthermore, the ACS operates on an Order based system. Basically, this means that every time you press one of the arrow keys to use an ability, it is added to an order queue(With a maximum of 5). The orders are processed in the order they are received. I believe this helps deter some of the monotony that many battle systems have, as you press a button, wait for action, repeat. Whereas here you can press five buttons, wait, and then repeat! Or..really you could press however many and it will update as you press them.
The combat operates on stats that are all internal, completely separate from any of the original w3 mechanics. Basically, every damage done is calculated through triggers, so it can be fully effected by the attributes of the hero. Which leads me to the Sphere Grid.
Sphere Grid
Sphere Grid? Hm, where have I heard that before? Oh wait, FF10. Yeah, its basically a mock-up of that. You start in the middle of a large board of spheres, and are given free reign of which way you choose to develop your hero. The spheres are created in a random position each game, but the abilities always stay in the same spot. Each of the four main paths allows for a specialization of abilities, such as melee, caster, healer, or poisons/armor ignoring abilities.
So You Skipped The Walls of Text and Are Reading Here And Want To Know Why I Am Posting This
Basically my reason for posting here is for feedback. I would like feedback to know whether this system is enjoyable or not, if someone would play it in a real map, if I were to make one. As it stands, this map is just a battle system, equipment system, and the Sphere grid. I am constantly working on it for if I ever do a RPG map.
So, if you're about to download, there's a few things to know.
1. The Equipment system is a little buggy. Everything works, except theres one instance I can't track down where power is not reduced when changing weapons, and you can gain a lot. However, its hard to reproduce.
2. With the equipment system, weapons work as you can carry a Main Hand and a Secondary. There are 3 types(shields not in yet), Main Hand, Off Hand, and Two Hand. Only One main hand can be equipped with an offhand, or two offhands, or one two hand.
3. Armor and MArmor do nothing right now. I haven't actually gotten around to making the damage of the enemies go through a formula, nor have I added magic to the enemies.
4. It isn't protected, so if by some odd chance you wanted to see how something worked to learn, then go ahead. Sadly though, most of it is undiscerning dribble.
And, before the download, some pictures.
Again, I've checked through this version multiple times, and nothing breaks as I know it, and I've included many instructions, but you never test your own map the way someone else does.
Edit: As well, if you'd like to just skip waiting for levels to get sphere points(lumber) just type -wood
Edit2: Fixed a crash.
So, assuming someone is reading this, they're probably wondering what I'm talking about, but before I get to that, I'd like to take the time to indulge in myself. RPG are my favorite types of games, and as such, RPG Maps are one of my favorites. The sad thing is, all the "RPGs" I find on bnet are poorly done. While a few RPGs I have played have been done quite well, many of them weren't truly RPGs to me. The main thing that I believe is key in a RPG is a good Battle System and a way of developing your character. Out of such, I decided to see if I could do something unique and enjoyable and as such is why I am posting here.
So, what is it an Arrow Combat System and Sphere Grid? I'll explain each.
Arrow Combat System
The ACS(as all things must have proper names and proper adjectives!) is basically the name I have given to the battle system I've tried to make. It revolves around the four directional arrow keys. Every ability that your hero can learn can be assigned to the arrow keys. This provides a wide amount of flexibility, but also an amount of limitability as you can only take four abilities into combat. However, abilities can be changed on the fly.
Furthermore, the ACS operates on an Order based system. Basically, this means that every time you press one of the arrow keys to use an ability, it is added to an order queue(With a maximum of 5). The orders are processed in the order they are received. I believe this helps deter some of the monotony that many battle systems have, as you press a button, wait for action, repeat. Whereas here you can press five buttons, wait, and then repeat! Or..really you could press however many and it will update as you press them.
The combat operates on stats that are all internal, completely separate from any of the original w3 mechanics. Basically, every damage done is calculated through triggers, so it can be fully effected by the attributes of the hero. Which leads me to the Sphere Grid.
Sphere Grid
Sphere Grid? Hm, where have I heard that before? Oh wait, FF10. Yeah, its basically a mock-up of that. You start in the middle of a large board of spheres, and are given free reign of which way you choose to develop your hero. The spheres are created in a random position each game, but the abilities always stay in the same spot. Each of the four main paths allows for a specialization of abilities, such as melee, caster, healer, or poisons/armor ignoring abilities.
So You Skipped The Walls of Text and Are Reading Here And Want To Know Why I Am Posting This
Basically my reason for posting here is for feedback. I would like feedback to know whether this system is enjoyable or not, if someone would play it in a real map, if I were to make one. As it stands, this map is just a battle system, equipment system, and the Sphere grid. I am constantly working on it for if I ever do a RPG map.
So, if you're about to download, there's a few things to know.
1. The Equipment system is a little buggy. Everything works, except theres one instance I can't track down where power is not reduced when changing weapons, and you can gain a lot. However, its hard to reproduce.
2. With the equipment system, weapons work as you can carry a Main Hand and a Secondary. There are 3 types(shields not in yet), Main Hand, Off Hand, and Two Hand. Only One main hand can be equipped with an offhand, or two offhands, or one two hand.
3. Armor and MArmor do nothing right now. I haven't actually gotten around to making the damage of the enemies go through a formula, nor have I added magic to the enemies.
4. It isn't protected, so if by some odd chance you wanted to see how something worked to learn, then go ahead. Sadly though, most of it is undiscerning dribble.
And, before the download, some pictures.
Again, I've checked through this version multiple times, and nothing breaks as I know it, and I've included many instructions, but you never test your own map the way someone else does.
Edit: As well, if you'd like to just skip waiting for levels to get sphere points(lumber) just type -wood
Edit2: Fixed a crash.