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hierophant's untitled project

Started by hierophant, November 15, 2012, 02:43:33 pm

hierophant

(I asked where to post this on IRC since it's not really FFT related ... if this is the wrong place let me know)

I'm working on, basically, my own RPG .  I'm making this thread looking for feedback, and perhaps assistance.  I'll make multiple posts cuz my connection is spotty. 

Right now I'm hpoing this will become a cRPG rather than PnP, but I try to make everything easily testable w/ PnP.

First off, the 3d6 rolling system the game is based on:  a player makes a 3d6 roll.  He/She has a store of extra rolls if the result is unsatisfactory.  However, if 2 of the numbers are the same, the player can either keep the roll or roll again at no cost.  If the numbers on the dice are a sequential series, the player earns an extra roll, and can either keep the roll or reroll at no cost.  If all 3 numbers are the same, the roll is assigned a value of 18.

Unless crafting/rolling a skill check in general,  an opposing roll is usually made.  Let's call the first roller "the attacker" and the second roller "the defender." The attacker must outroll the defender by 2 to succeed in making an action.  If the attacker outrolls the defender by 4-7, the attacker is in bonus 1.  If the attacker outrolls the defender by 8 or more, The attacker is in bonus 2.  If the defender outrolls the attacker by 2, it's usually a counter; by 4-7, defender in bonus 1, 8+ defender in bonus 2.

hierophant

OK, now the basics of combat. 

This is FFT-like squad on squad action.  The player with the highest average speed (right now the stat is a question mark) gets to either roll first, or pass initiative to the other squad.

So, one squad is the attacker. Basically, as long as the attacker outrolls the defender, he/she can continue executing actions.  There other ways to lose initiative: 

-- KO'ing a unit w/o using a finisher action
-- using a finishing action w/o KO'ing a unit
-- whiffing (rolls 1 apart or equal) with negative momentum

So if it wasn't clear, the rolls are made and then the actions are chosen.  Certain actions affect "momentum" which is a continuum where attacker's or defender's rolls are added to.  Moving fast units/jab-like actions increment momentum, slow movers and more powerful moves decrement it.

Certain actions also activate a "stun counter" where the target unit is vulnerable to more powerful attacks for X turns or until initiative is regained.

As action are executed, the whole team moves deeper into 6 combo levels occupied by possible actions at given bonus levels.  That's another way to lose initiative : a squad not having a legal move at a given bonus/combo level configuration.  Certain actions will loop back to earlier combo levels.  There are finishers at all combo levels, although they are only available to certain classes at certain combo levels.


hierophant

So that's the basics of what I've got so far.  I'm working on setting up a cost curve for actions, as well as giving what classes I've got "personality."  I'll open it up to Q&A, I'm entering text with a PS3 and trying to be as succinct as possible, so I'm sure that all wasn't the clearest.

hierophant

Changing my mind:  PnP all the way ... have to make everything easy to do by hand.

Here's the tentative list of classes (prolly won't allow MC'ing):

Vanguard :  Basic Tank.  Can't be hit by medium or low dmg attacks unless 2 or more opponents adjacent.

Bezerker :  Heavy hitter. Has charging move that allows him/her to move thru opponents, dealing dmg.

Stonefist : Most versatile finisher. 

Commando : Opponents get no dmg bonus by flanking/surrounding.  Has abilities that hit multiple adjacent enemies.

Assassin : Teleporting, backstabbing, status-inflicting ninja.

Archer : (rather one-dimensional ATM)

Healer :  Zone heals, raises dead.

Wizard : Nuker. 

Hierophant : AoE specialist.

Bard : Global FX when singing.  Multiple bards give harmony multipliers.

So, even though I'm going PnP, since it was designed mostly as a cRPG, prolly only DM & adventurer will play...since not all units will act during a turn. 

Stay tuned for updates.

hierophant

Forgot a class.

Pathfinder : Mobility specialist.  Has abilities that transport other units.

Dome

I suggest you to use the "Edit" button...I mean, it's there, might as well use it, right?

P.s: Since this isn't a FFT Project, -I think- it should go here

"Be wise today so you don't cry tomorrow"

MiKeMiTchi

What engine are you going to use for this, by the way?
Jot5 GFX Designer :: Spriter :: Mitchi

hierophant

November 17, 2012, 05:11:02 pm #7 Last Edit: November 17, 2012, 05:18:37 pm by hierophant
Quote from: MiKeMiTchi on November 17, 2012, 06:17:41 am
What engine are you going to use for this, by the way?


I'm thinking it's going to be a PnP project, now.   I'm a sub-novice programmer, and I want to focus on design for now, instead of getting up to speed on Unity or something.

@Dome: You're probably right.  I'd be fine with you (or someone)moving it.

Jon

If you're a novice programmer I'd suggest GameSalad personally, but Unity is good to learn the basics in. Good luck...
There ain't no gettin' offa this train we on!