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Community Discussion: Blog by yaisuah | Revolutionary JRPG Battle Engine for Pixel Exposed!Destructoid
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I fuck and shit video games. End of story.
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The most amazingly awesome game ever that will probably never be made, continues to be made in my head, at least, and in these blog posts( First and Second). Which are required reading to know where I'm coming from. I was inspired yet again to continue blabbing about this crazy idea I have, when someone e-mailed me and actually offered to start coding the game for me, but wanted to know what type of battle engine I wanted. That got the engines burning full throttle to nowhere, and this post is what came of it. So, for the coder, please let me explain the craziest idea yet: A revolutionary new step for JRPG style Battle Engines.


I originally stated this game would have a fast paced JRPG like battle engine, but I didn't fully know how different I wanted it to be. It would be very very easy for me to whip out RPGMaker and put the idea's I have for a story in the game with an incredibly generic fighting system and then 2 people might play it, me and my friend, and that might is for me. While I grew up playing every JRPG I could get my hands on, the fights have grown a bit tired and brainless for the most part, and if I were actually making this game, it would attempt to be a complete revolution of what the JRPG engine is known for, but in someways could still be considered quite JRPGish.



The first thing I definitely wanted to avoid was just hitting the same button to make your guys attack until the enemies die, about 80% of JRPGs are just like that.
The second thing to avoid is overly complex menu options, especially for the first part of the game.
Third big no no would be for there ever to be a moment in a fight where a player could possibly think, this is boring.
Things to include were turn based ACTION, and FUN strategy, and to keep it fast paced.


So, I pondered over how any of this could actually be possible if its going to keep its JRPG roots, and this is what I came up with.


This would represent why I'm not making games.

There are a max of 10 members on your team, each a different color, White, Grey, Red, Blue, Yellow, Green, Violet, Orange, Brown, and Black. They don't all join you at once, some don't even join till much later in the game. Starting out you'll just have two, and gradually grow from there. Each color is tied to an element, in the picture above we have White=Light, Blue=Water, Red=Heat Green=Earth, and Yellow=Electricity for the party members on the left. Like most rpgs, every element will have another that its weak to or strong against, light is strong against dark and notice the black center of the enemy, thats not blank! So, theres at least one party member that can do decent damage to each of the colors on the enemy side.

The picture above is the start of a boss fight. Stats can be shown when a button is held down, but otherwise only floating numbers appear when things are attacked. HP are called DP for Deci-Pixels and each of your pixels has 10, along with each of the enemies. Every pixel on either side is its own entity, and will move or attack on its turn. On your first turn, no menu will pop up, just your pixel will glow, in the pic the White pixel is selected. You then select an unblocked enemy you can attack, preferably one you would do the most damage to, you can't target any pixels that are behind another. If there are no weak enemies to attack, you could also move to a spot behind any of your own pixels, putting a stronger pixel in the front. You'll never actually move away from your center pixel, and the enemy won't move towards you, all attacks are ranged.
In the fight above, even though it looks like you just need to clear the left side to get to the black spot in the center, the enemy can also move or attack on each of its pixel's turns, so they could possibly continue to block the black pixel until the very end.
Obviously, the battle ends when one side wipes out the other.

While this all sounds very complicated trying to type it out, I think anyone with a controller in their hand could easily pick up on how it works. To try and summarize: theres no menu choices early on, its either move or attack, and its best to attack with the strong element against a weak one, and hide a weak one against a strong.

As the party members continue to grow however, things get much more complicated later on, but the initial gameplay will still be around, but I don't even want to think about that right now. If you made it passed the first paragraph, let me know what you think!
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Legacy Comments (will be imported soon)


You're right...it does sound very, very complicated.

Demo this soon!
I'm still envisioning running through a world absorbing people's pixels and gradually upgrading your screen (graphics). I'd like it if you could absorb good people's pixels too and become evil, that would be delicious. Also it'd be fun if you could have more than one gameplay element that you would add to as you absorb.

I just feel that too many people make the game around the gameplay mechanics when the mechanics should suit your game. This could be an unrelated point though...
Demo, probably never. No skills to make one with. A flash video might be as close as I could come myself.

And I see where your coming from Surf, orignally the vision in my head was a more like your saying When I started putting it into words, I realized what a great and sorta original story could back it all up, and that i wanted it to completely be a jrpg with tons of twists story and gameplay wise, because that's always been my favorite genre. Then without really changing much from my original idea, I made the gameplay fit more with the story by making there be 10 unique main pixel characters. Also, when I was thinking up the characters, I wrote next to each name the special ability they have that you can use on the overhead map, like Red can burn things, and Blue lets you swim through water

Right now I've been strictly thinking about what happens in the first few hours, the whole thing with going around and absorbing pixels and building your characters with them is COMPLETELY still the idea. After you beat that boss in the pic, you would get every one of his pixels and be able to apply it to your individual characters however you wanted.
Eventually your 10 core characters would be able to split apart, and grow separately. I've been working on those leveling mechanics and how you would actually go about customizing, but I'll save all that for another post maybe.


None of this was really preplanned, its all just streaming right off the top of my head, so it gets confusing as to what I'm even talking about half the time.

Oh and as for giving a choice to kill good guys... that'd be hard to fit in the current vision. My friend heard the idea but completely wanted to take it into an action based direction, and I told him, "Well you can start working on the spin off." I know the basic idea really could go in a lot of different ways, but for me at least, it's completely an RPG with an epic story.

Thanks for the support and interest though, it's the only thing that keeps me going. I
Um. I'm wondering if it's even possible to build on this. How would combat get more involved?

Also if you really do get someone to program this, I've got some experience in animating in Flash. I'm lacking motivation though. Could this be it?
The way I see it, what I've described so far is like a new type of board game, sorta like chess, but with rpg stats and lvls, and would only be how the fights are within about the first 3-5 hours of the game. Eventually the game moves out of the single pixel level, and each of your members is made out of multiple pixels.
The idea I have for this point is to use special attacks you actually have to spend one or more of their pixels, sorta like a kamikaze attack to do even more damage to the enemy pixels. The pixels are actually the HP, but also the MP, and you have to kill bigger enemies to rebuild the pixels on your character. Paladin's Quest for SNES has always made me want to use HP for magic attacks, and I think that would work out really good here. Then, by the third part of the game, the SNES level of detail, all the party members will be separate, and can actually move away from eachother, and maybe at that point distance from the enemy can come into play, I'm still thinking about all that, but I never want the menu system in a fight to ever get as complex as even FF1, but the strategy and interaction to go generations beyond.
You're more than welcome to attempt at putting together something like this fighting engine if you want, and we can see if it really works.
Thanks for the interest!

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