Has Anyone Ever Tried to Create A Game+ System?
#10
Before there was scripting or plugin capability, the RPGMaker series exclusively used event-design for anything. And there have been plenty of interesting systems.  Amaranth (formerly Lambchop in 2007) created Ahriman's Prophecy with the RPGMaker 2003 engine, designing an evented main menu with custom graphics, and an evented ABS system with both spell and melee combat. It was the precursor to the Aveyond series.  Oh, I have her friended on FB. Winking

As far as labeling JRPG, that just suggests Japanese Role Playing Games whilst CRPG suggests Computer Role Playing Games.  A better description of battle systems are as follows (including their initials for reference):

  • ABS / Action Battle System:
        (Ex: The Legend of Zelda, Diablo, Contra, Doom, Elder Scrolls V: Skyrim, Touhou: Embodiment of Scarlet Devil)
    Essentially, any system where the player attacks or is attacked by enemies in the gaming world or world map. However, there are occasions that the battle is in a separate area map or 'arena' than the rest of the gaming world. In general, the player controls only the lead hero actor, but may be able to issue commands to companions normally under the PC's AI control. A kinetic system, all decisions are real-time.
         .
    • Third Person: The most common form of ABS, you can see anyone or anything around you, though range, lighting or fog effects may apply. A basic fast-play combat system, it may also valid to consider side-scrolling games such as Rastan, Bionic Commando under this category. Simultaneously, this would cover most any Touhou bullet-hell system.

    • First Person:  More commonly described as a first person shooter, everything you see is first person. Do know that this not only covers shooters such as Doom, but MMORPGs and RPG games from Bethesda Softworks which allow the player to toggle between first and third person perspectives. 

  • SBS / Strategic Battle System:
        (Ex. Final Fantasy, Dragon Warrior, Wizardry)
    Basically, a battle system where the player chooses the basic attack options of a squad on the screen as they fight groups of enemies. And in general, it doesn't take place within the same screen as the rest of the gaming world as the rest of the events, but in a separate arena designed for combat.  The player's actions are handled solely upon menu based choices, so one could even suggest a Rock-Paper-Scissors combat system would qualify.  Whether the battle is sideview or frontview makes no difference as that is mere graphic options. However, the graphics used to display the heroes and attacking enemies tend to be of a different design than how they appear within the rest of the gaming world.
        .
    • CTB / Conditional Timer Battle:  Essentially a system that allows the player time to make decisions and the order in which the heroes and enemies is based upon calculations based mainly upon the combatant's speed. The player may make choices for all the party heroes at one time, or may give actions to one hero when it is his/her turn to attack. One of the more relaxed options, the player may usually take their time to decide what battle commands are best.

    • ATB / Active Timer Battle: A faster-paced battle system that does not pause the actions of combatants. The player is still making basic choices for the party heroes, though it is only when the hero had waited long enough after their last action. But simultaneously, enemies may attack the player's heroes while the decisions are being made rather than waiting for the player to decide.  It is more action orientated as there is no actual pause mechanics other than delays between combat actions themselves, or unless the game developer adds a game/combat pause feature.

  • TBS / Tactical Battle System:
        (Ex. Final Fantasy Mystic Quest, Baldur's Gate 3, Warcraft 1 or 2, and Hartacon Tactics by our own Charlie Fleed)
    Generally, a map based combat system where the player controls a one (or more) NPC heroes within the gaming world while trying to outflank their enemies, or they are within a separate 'arena' map specifically designed per battle. Whether separate arena or current world, objects (walls, barricades, trees) play a part in battle as obstacles that may give cover.  Not unlike chess, NPCs may be able to take out enemies, though it is based upon their battle statistics and the enemies can strike back. And the player controls the NPC heroes by pre-defined choices, not unlike that of the Strategic Battle System.  The initials TBS describes both a Tactical Battle System and Turn Based Strategy, the more controllable and recognized subcategory of  the Tactical Battle System.
       . 
    • TBS / Turn Based Strategy: For the chess player connoisseur, the player is able to give orders to the party heroes based upon their turn order. that order itself based upon how fast or slow the heroes and enemies react in combat. Optionally, the player may give orders all the heroes if turns are based upon a simplified actor-enemy-actor-enemy progression. It is a relaxed option, affording the player time to decide what is best.

    • RTS / Real Time Strategy:  For those whom enjoy something more dynamic, this system does not wait for the player to relay actions to the heroes on the map. It is rarely used by Role Playing games, more often found in games that combine both world building and warfare. Such games as the original Warcraft, Age of Empires, Command and Conquer made the system relatively popular. And Star Trek: Infinite would be a more recent example.

Just came to mind to list these...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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RE: Has Anyone Ever Tried to Create A Game+ System? - by DerVVulfman - 10-22-2024, 08:59 PM

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