10-16-2014, 01:13 AM
Recruitment: Dual Raid Vanguard-Support Battle System
Job Opportunities: I am in need of Ruby programmers/scripters to help me create a custom battle system for a non-commercial game. More on the specifications later.
Team: (Just me at the moment.)
What I am looking for: As said above, I need programmers that I can work with for this battle system. I can make and provide any graphics needed. Anyone with intermediate to advanced Ruby/RGSS scripting for RPG Maker XP.
Payment: I am unable to pay for this. Keep in mind this is only the battle system, and not a full game.
Contact Information: The best way to contact me is through email or PM.: spapplesofia685@gmail.com. State your username, experience, and contact information.
The Battle System
Basic Features:
This battle system combines elements from the Tales of series and Ar tonelico II: Melody of Metafalica. Party members are flagged as either Support or Vanguards.
Battle Processing: A battle is divided into a Player Phase and Enemy Phase. During Player Phase, two Vanguards(offensive) characters will have the ability to attack after an ATB gauge is filled.
The way they attack is similar to Ar tonelico II in which they press either the X or Square button(in this case, it would be the Z or X button) and then a directional button for different skills(a little like how you press B+direction button in Smash Bros.)
Supports, in the meantime, will cast spells, each spell set with its own casting time. If the battle is still in Player Phase when the casting time is finished, then the spell will cast immediately. If the battle is in Enemy Phase, then the casting is halted until Player Phase. At the beginning of the battle, the player will choose what spells the supports will cast. They can also choose for the support not to cast anything at this time, or if the Support is idle, open the menu and have them start casting. In the main menu, the player can choose whether or not Supports are Auto(automatically start casting another spell after they executed it, without player input) or Manual(as explained above, and will not cast unless player says so).
This is where the Tales of Xillia aspect comes in. Like in Xillia, Supports and Vanguards are linked, one-to-one. Supports can cast spells to change the skills of Vanguards or deploy a passive skill(Recover 15% of health in the beginning of each player phase, can be one) and more, if the programmers wish to expand upon it.
A timer at the top of the screen indicates how much time the Player Phase has left. Once it is depleted, then the battle switches to Enemy Phase.
The Vanguards will switch to defense and defend themselves AND their supports. I have two methods of defense, either of which can be used:
The enemy phase has a timer as well, and once finished, will again switch to Player Phase.
References and Examples:
Ar tonelico II gameplay: https://www.youtube.com/watch?v=FySd6gV4AZo
Mock up Screenshots(all made in Photoshop):
http://imgur.com/a/G0HXq#0 Imgur gallery
Work
The best thing would probably be to start a group, perhaps on Skype or something similar, if multiple people decide join. I took a year of Java, so I know some coding and how it works, including a little bit of Ruby. Once I have everything organized, I will probably assign methods, scripts, etc.
This project is a collaborative effort meaning that I am definitely open to suggestions for features and the like. Or, perhaps, if you think that a certain aspect would work better a different way, I am open to hearing those as well.
As said before, I will probably be making most of the graphics. We will need to discuss the format and how to import it to RPG Maker etc.
Compatibility:
System must be compatible with:
Questions? Comments? Please leave them in a reply and I will try to get back to you ASAP.
Thank you so much for reading and even maybe considering!
Job Opportunities: I am in need of Ruby programmers/scripters to help me create a custom battle system for a non-commercial game. More on the specifications later.
Team: (Just me at the moment.)
- RoseQuartz: Graphics and Design.
What I am looking for: As said above, I need programmers that I can work with for this battle system. I can make and provide any graphics needed. Anyone with intermediate to advanced Ruby/RGSS scripting for RPG Maker XP.
Payment: I am unable to pay for this. Keep in mind this is only the battle system, and not a full game.
Contact Information: The best way to contact me is through email or PM.: spapplesofia685@gmail.com. State your username, experience, and contact information.
The Battle System
Basic Features:
- Player Phase and Enemy Phase
- Vanguard-Support One-on-One Linkage
- Passive Skills
- Overlimit Bar
- Real Time Reactions
- Voice Compatibility
- Sideview/Animated Battlers
This battle system combines elements from the Tales of series and Ar tonelico II: Melody of Metafalica. Party members are flagged as either Support or Vanguards.
Battle Processing: A battle is divided into a Player Phase and Enemy Phase. During Player Phase, two Vanguards(offensive) characters will have the ability to attack after an ATB gauge is filled.
The way they attack is similar to Ar tonelico II in which they press either the X or Square button(in this case, it would be the Z or X button) and then a directional button for different skills(a little like how you press B+direction button in Smash Bros.)
Supports, in the meantime, will cast spells, each spell set with its own casting time. If the battle is still in Player Phase when the casting time is finished, then the spell will cast immediately. If the battle is in Enemy Phase, then the casting is halted until Player Phase. At the beginning of the battle, the player will choose what spells the supports will cast. They can also choose for the support not to cast anything at this time, or if the Support is idle, open the menu and have them start casting. In the main menu, the player can choose whether or not Supports are Auto(automatically start casting another spell after they executed it, without player input) or Manual(as explained above, and will not cast unless player says so).
This is where the Tales of Xillia aspect comes in. Like in Xillia, Supports and Vanguards are linked, one-to-one. Supports can cast spells to change the skills of Vanguards or deploy a passive skill(Recover 15% of health in the beginning of each player phase, can be one) and more, if the programmers wish to expand upon it.
A timer at the top of the screen indicates how much time the Player Phase has left. Once it is depleted, then the battle switches to Enemy Phase.
The Vanguards will switch to defense and defend themselves AND their supports. I have two methods of defense, either of which can be used:
- First is the default Ar tonelico II method in which each pair as a bar. When an enemy executes the attack, the bar acts as a moving timer with a certain spot as the "hit" spot in which the attack will hit the pair. If the button is pressed when the timer bar and hit spot align, then it is considered a 'Perfect' defense, and the Vanguard and Support will not take any damage. An almost-on point hit will slightly hurt the Vanguard, but not the Support. Bad hits will hurt both.
- Second is an "original" method with some of the same methods above. Instead of a timer, successful defense will be determined by the correct input of buttons. The better the accuracy, the less damage one will take.
The enemy phase has a timer as well, and once finished, will again switch to Player Phase.
References and Examples:
Ar tonelico II gameplay: https://www.youtube.com/watch?v=FySd6gV4AZo
Mock up Screenshots(all made in Photoshop):
http://imgur.com/a/G0HXq#0 Imgur gallery
Work
The best thing would probably be to start a group, perhaps on Skype or something similar, if multiple people decide join. I took a year of Java, so I know some coding and how it works, including a little bit of Ruby. Once I have everything organized, I will probably assign methods, scripts, etc.
This project is a collaborative effort meaning that I am definitely open to suggestions for features and the like. Or, perhaps, if you think that a certain aspect would work better a different way, I am open to hearing those as well.
As said before, I will probably be making most of the graphics. We will need to discuss the format and how to import it to RPG Maker etc.
Compatibility:
System must be compatible with:
- Minkoff's Animated Battlers(Unless you all know of a better one)
- Hermes Extended Message System
- Dalissa's Battle Cry
Questions? Comments? Please leave them in a reply and I will try to get back to you ASAP.
Thank you so much for reading and even maybe considering!