Battle System Idea
Posted: Wed Jun 26, 2013 11:48 pm
Firstly, I'd like to see the character's moves to be based on actual martial arts style, but not exact clones.
Secondly, command characters separately as opposed to give all three commands at the same time. Either conditional turns (FFX) or active time (FFIX, many others around that era) are possibilities.
When the character's turn begin, they would have the options to use items, attack, spirit or flee.
Items would be straight forward: select item, select target, done.
Flee would attempt to flee the lone character.
Spirit would be the same.
Attacking will be fun. Select first option (Left, up, down, right) then select target. The player would have to then time the characters strike (like LoD), but they wouldn't be restricted to a particular Art selected before a battle begins. The timing for each successive strike would be different for which ever previous command was selected. Certain combinations would ended up being Arts for the character. The number of strikes or commands the character would be limited, but expanded by leveling or spiriting.
Another significant wrinkle implemented is the characters/enemies being able to counter or defend strikes, or even break counters. This would be done with timing similar to LoD or Super Mario RPG.
That would be the core structure for the combat/battle system.
Secondly, command characters separately as opposed to give all three commands at the same time. Either conditional turns (FFX) or active time (FFIX, many others around that era) are possibilities.
When the character's turn begin, they would have the options to use items, attack, spirit or flee.
Items would be straight forward: select item, select target, done.
Flee would attempt to flee the lone character.
Spirit would be the same.
Attacking will be fun. Select first option (Left, up, down, right) then select target. The player would have to then time the characters strike (like LoD), but they wouldn't be restricted to a particular Art selected before a battle begins. The timing for each successive strike would be different for which ever previous command was selected. Certain combinations would ended up being Arts for the character. The number of strikes or commands the character would be limited, but expanded by leveling or spiriting.
Another significant wrinkle implemented is the characters/enemies being able to counter or defend strikes, or even break counters. This would be done with timing similar to LoD or Super Mario RPG.
That would be the core structure for the combat/battle system.