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Some features, not all of them are good, just a bunch of ideas :


-Being able to customize the range colour of each skill individually with notetags hex colour <rangecolor: #ffffff> same with AoE color etc, if not found, use default (exemple for white magic, black magic etc.)

-Unidirectional range display for some skills (notetag?) : if the game only use 2 grids system, maybe create a system that show attack range only on enemy grid and heal only on ally grid (and put the cursor by default on the "good grid"? (but for some games there is sometimes people who want to heal enemies and attack allies so I think this is not important)

-Tie movement to a gamevariable or MP or TP or add a new movement "bar or points" and as long as you have some movement points, you can move as many times you want in your turn (before using skill or after using skill) (But also adding teleport move type that does not use movement points but mana instead for example)

-Being able to switch places with an ally or enemy (and also why not applying a buff to it), or lift it then throw or teleport it from a to b point (2 selection in one turn)

-Setting traps in enemy camp or glyphs in ally camps, just moving on it inflicts damages or buffs then disappears OR effect apply only while standing on it

-Invisible state, if all allies are invisible, enemies will hit somewhere randomly hoping to hit. Also why not chameleon enemies (but their info must not show when cursor go on their cell)

-Aura states that affect positively/negatively ally or enemy standing next to you while you are standing next to

-Adding state that increase/decrease movement or skill range. (must create a notetag for skills not affected by boosted range or diminished range) (can't go lower than range:1 as a failsafe)

-Charm state that temporary put an enemy inside ally grid and will go back to enemy side when charm state vanish

-Funny AoE, like lines, rows, checkerboard or custom either using an other map or a custom formula either on a json file or read as a notetag inside a skill

(Example x0y0 only hit the center, creating a + AoE would be : something like

<AoE:x0y0,x1y0,x-1y0,x0y1,x0y-1;> (I don't think that's the best way of doing it but it gives full control over AoE)

-Tie AoE to ally or enemy grid and not user position (example a skill that only hits the corners of the enemy grid)

For a boss that hits extremely hard but only at a specific position (example near lava pits) that could bring an interesting mechanic

-Being able to resurrect a dead battler at the position the battler died OR at the emplacement of the resurrect skill?

-PvP over online (yes I know I'm dreaming, even a simple select team against someone who did the same would probably too complex?)


I got a ton of other ideas but that would made the post even harder to digest, so I'll stop there!


1. Hierarchical highlight colors make sense. Right now I pretty much just hardcoded some colors (0xFF0000 for "tile with battler", 0xFFFF00 for "empty tile", and "0xFFFFFF" for no highlight. Alpha is different as well.

2. For the attack range "only on enemy grid" in a 2 grid system, what would it be like? For example if my character is standing in the front row  on their own grid, and they wanted to use a melee attack that has range 1, would it only highlight one tile on the enemy side? Maybe the entire row? The concept of range has been kind of confusing to me for 2-grid system. In a 1-grid system it's pretty straightforward, but I'll need more ideas for how people want to use range for 2-grid (or multiple grid) systems

3. For custom points I'd probably leave it until later. Maybe just try to integrate it with an existing one (I assume one already exists...?)

4. What's interesting is the "any number of movements per turn". For example in most tactics games, you can "move" and "attack" in one turn. In some games, once you attack, you can't move, but there are other games where you can attack, and then also move if you haven't moved yet. And yet even more games, where you can move 2 steps (out of 4), perform an attack, and then move the remaining 2 steps to do a hit-and-run. Of course, this was reserved for certain types of characters like knights where it might make sense for them to be able to "attack while moving"

This reminds me of chrono cross system where everyone gets up to 7 points of "stamina" and each action takes up a certain number of stamina, and when they have no more stamina (or negative stamina), their turn is up until they recover some.

5. For switching places with enemy, we could probably do it like this (using the new movement formulas)

var posUser = a.getPosition();
var posTarget = b.getPosition();
b.moveTo(posUser)
a.moveTo(posTarget)

I'll have to try it out but the logic should make sense.

6. For lift and throw, we would basically want to be able to select two targets manually. I'm thinking of a solution where you could literally "Pick N targets", so let's say you wanted to create a teleport skill, you'd pick an actor first, and then you'd pick another space. Or that lift-and-throw skill, where you pick an actor to pick up, and then another space (which may or may not be empty) to throw to. I have an idea for this.

7. For bombs that trigger when someone moves on to it, having a general "trigger condition" would be useful to have.

8. Invisible state I'm not too sure how that might be implemented.

9. For aura states, we can probably try something like "at the end of action, check if anyone around the battler should have a new state added to them".  This way the aura is applied immediately after you move next to someone. We might also need to check if an aura-inherited state should be removed at the end of action, in case that person then moves away.

10. Range modifiers will function similar to traits: you can have actor range modifier, class range modifier, state range modifier, equip range modifier, etc. Having another trait that will nullify range modifier effects might also be useful to have.

11. I had also thought of some sort of mind control skill like charm. Actually putting them on the ally grid might need some thinking though. What if there's no space?

12. There will be a bunch of different ways to specify AOE, depending on what you need. Since there are so many different types of possible AOE, some options might be less suitable (eg: whole row/ whole column needs a math formula instead of direct tile designation)

13. AoE is mostly tied to scope. For a two grid system, "opponent" AOE would target the other grid, while "ally" AOE would target the user's grid. Having a "four corners" skill can just be some generic "opponent" scope with a custom AOE that specifies "four corners" or something. I'll have to think if we can use "all enemies" for this.

14. Reviving dead battlers at their position is probably built-in since battlers normally aren't removed from the battlefield and will remain at their location. Not sure what you mean by "emplacement of the resurrection skill" though. Like re-positioning the target to a particular tile?

15. PvP over online, actually that's one of my goals. But for the simple case, you'll probably just add "helpers" from other players/friends to assist you in battle. It's mostly a one-player game with social elements. Multiplayer has additional complexities that will need to be addressed.