[ian-reeds-games] Re: A more in depth update

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 25 Mar 2013 15:53:52 -0400

Hi Ian,
Thanks for the  answers! Although I feel a need to clarify a bit.

When I talk about the items, I am talking about  equippable  items, primarily 
weapons, in other words kind of like having an attack skill as an item and not 
a skill, or connected to a skill that handles an attack.

So, if a unit equips a longsword, for instance, the longsword in and of itself 
is the skill. it has no connection to an attack skill of any sort. 
Right now, If I want to include diffrent weapons to a unit, like a ranged and 
melee weapon, they have to have  at least one skill, like attack. But if they 
have diffrent  costs, and diffrent chances and effects, then I have to make 
diffrent skills for each equippable weapon, which can get confusing, since they 
will show up as skills, but without being equipped the skill will do little 
damage etc. 

So I want to remove the connecting skill totally, and allow the equippable 
weapon to determine all in itself whatever it needs to do. I hope that made 
sense, and hopefully that is not a huge project.

I appreciate handling     the drop items thing.

I also wanted to input a little on the fight sequences for the rpg maker.
I think the two diffrent fight types, number 1 and 2 each handling their 
respective types of fights could work. But I was also thinking that maybe 
random maps can be avoided, if someone wants to utilize the number 2 type alone.

What I suggest is this. Why not let the adventure creator create a few dozen 
random encounter maps for each environment the player will find themselves in. 
They don't have to be  crazy detailed, the eight by eight or ten by ten map 
would be fine. Then the program would just randomly select the various maps 
from that environment. 
For example, if you had dungeon random encounters, the map maker could have 
four diffrent small maps already created and randomly choosen from, and there 
you have it. All that would be needed is for the map maker to put markers where 
the party should be and where the monsters would be. , That would be neat, 
cause then the characters would not show up int he same place  ont he same map 
the same way, but could pop up accourding to where the markers were on a map. 
Extra markers, in case of henchmen and the like might be a good idea if those 
kind of things are allowed.

I did get to play suikoden games 1 thru 3 and so I know what you mean by 
diffrent fight sequences. Those encounters where based not on type of 
encounter, meaning random or whatever, but based on number of characters 
involved. If you remember, all the normal encoutners/random encounters  where 
one type. The army fights were  handled diffrently, and then there was the 
individual fight with just one character against the bad guy.

So I would suggest that  the random/normal encounters all be consistent. 
Meaning that they should be all number 1, or 2 or 3 as a default. If the map 
maker wants to change that,then that I have no problem with. However, forcing 
the random/normal encounters to be diffrent would look sloppy. I really think 
consistency is key on that particular issue. 
As for the army and other like conflicts, then  those kind of things could be 
"forced"  and I don't think that would be too huge a deal since they are 
special circumstances. I hope you get my drift on this. 

AS for your new game, I hope it all works out. It sounds like a cross between a 
Mud and swamp lol.

al       
"The truth will set you free"  
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Monday, March 25, 2013 2:34 AM
  Subject: [ian-reeds-games] Re: A more in depth update


  Shaun, I too think the feature of the game updating itself would be nice.
  And I think you are right that there would be 2 separate versions of the 
  self updating game, one for stable and one for dev.
  Completing the download map packs feature gets me closer to that goal 
  but there are still a few tricky things about updating the game in place.
  I do plan on implementing it at some point.

  Allan, here are answers to your numbered questions.
  1 Offf hand my guess is that the items do not make a large difference.
  But ultimately the way I would determine that is to test with a lot of 
  items and see if it causes lag, so I could be wrong.
  If the lag is only during the AI's turn then my best guess is that it is 
  due to the large number of tiles.
  This is because the AI uses a search algorithm to determine where it 
  should move next.
  I think the lag from this search algorithm can grow somewhat 
  exponentially based on the number of tiles.

  2 I'm trying to do better about not committing to things that are 
  difficult to fulfill, smile.
  Preventing items from being dropped should be a reasonably easy feature 
  so I will make it a priority to get that out in the near term.
  Items as skills is somewhat bigger and I can't commit to where it will 
  fall in regards to other TB features.
  Now, you mean that the item could be used as a skill when it is 
  equipped, correct?
  Maybe I can get that in without as much trouble as I first thought, it 
  will just show up at the top of the skills list though.
  We'll see.

  3 I plan on including 3 combat systems in the final RPG Maker.
  The 3 are:
  1 Classic Final Fantasy or Entombed style.
  2 Tactical Battle style.
  3 A real time combat that does not remove you from the first person 
  dungeon exploration.  It would feel like the combat in Alter Aeon, World 
  of Warcraft, or Final Fantasy 12.

  I'm not sure at this point which will be available first.
  Option 1 requires less thought for the player than TB but has been so 
  successful in many classic console RPGs that I think there is something 
  to it's simplicity.
  On the other hand I only have some very basics of it implemented so it 
  would take a while to flush out, though many of the files used in TB 
  could easily be used by it instead.

  Option 2 already exists and is very well tested.
  My biggest concern with it is the generation of individual combat maps 
  for random encounters.
  At a basic level I could always put the players units on one side of an 
  8 by 8 map and the enemies on the other, or scattered.
  Or I could allow the RPG creator to make specific battle maps and 
  randomly choose between them based on the area that is being explored.
  I expect people will want more than either of these 2 basic setups which 
  would make this option more difficult than option 1 that does not need 
  any generated maps or intelligently but randomly positioned enemies.
  In other words, the fine tuned and interesting tactical experience you 
  get from a hand made TB map today becomes very dumbed down when you use 
  it for random encounters.

  Option 3 is not implemented at all yet but it is also the combat system 
  I have chosen for my currently unnamed title.
  It feels a little more arcade like and doesn't make an amazing single 
  player experience but does make a very good multiplayer experience which 
  is how it will be used in the new title.
  While my motivation on the new title survives it raises the likelihood 
  of this one getting done sooner rather than later.
  That said, the new title is no small task and is quite some time away so 
  I may take breaks and come back to easier to accomplish goals at times.

  I also think that the RPG Maker could support both option 1 and 2 at the 
  same time.
  For instance, using option 1 for random encounters and option 2 for 
  battles between armies or battles with a boss and his minions.
  Some of the Suikoden games used this kind of double battle system.

  I am pretty sure that I put Craig's most up to date scripts in, but it 
  was a while ago so Craig will have to check and tell us for certain.

  Carlos, lol, sacrificing it to your God reminds me of Alter Aeon.
  I'll add the destroy_item flag for skills to my list.

  Ian Reed

Other related posts: