Computer Science Canada Methods methods methods,(not ruby methods tho) |
Author: | StealthArcher [ Tue Mar 06, 2007 9:13 pm ] |
Post subject: | Methods methods methods,(not ruby methods tho) |
I cant seem to add a poll... oh well. I'm making an rpg. Simplistic and overdone? Maybe. But what i want from the people here at compsci, is what growth and battle systems i should use. Growth systems: -Level-up(stats grow with levels only, no other growth methods, kinda limiting, not my fav.) -Level up w/ gpoints( gain stats with levels and a small amouint of growth points to modify your char, better but still kind of limited.) -Growth points(lvel ups gain only growth points which are used to make char better, flexible, but makes all chars the same in ways.) -Grid type one(sphere grid FFX type growth.) -Grid type 2(FFX+FFXII growth systems, with everything on a grid(weapons armor incl.), once again seems to make all chars the same.) -Development growth. (FF2(real one, not FFIV) growth system, where doing things makes you better at it, hard to make , and harder to perfect.) but its awesome. Battle systems(i hope i dont need to describe some of them.): -ATB system -TB system -MoB system(everyone performs moves at once, very easy , and kind of pathetic now.) -Real time system -Dynamic TB system(FFX) -Active Dimension Revamped(remix of ADS) -Total Black Battle system( strategy grid with three rows five columns., affects battles heavily with movement and action. TB DTB or ATB otherwise.) Disadvantage: Pain to program in. Yes i did make this one up. Vote on which ones i should include. I am using the Euphoria language. thx all |
Author: | StealthArcher [ Thu Mar 08, 2007 2:19 pm ] |
Post subject: | RE:Methods methods methods,(not ruby methods tho) |
No one has any ideas or suggs? |
Author: | [Gandalf] [ Thu Mar 15, 2007 7:54 am ] |
Post subject: | Re: Methods methods methods,(not ruby methods tho) |
I recall similar questions have been asked on CompSci.ca not too long ago, you might want to try searching around a bit for those threads. Apart from that, I can only offer that it's a huge task to set all of these systems up properly, and it's usually a matter of trial and error... You might want to try just taking a look at already existing and tested versions, and decide which you want to use in your game. |