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PostPosted: Thu Oct 27, 2011 1:07 am 
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I really enjoyed playing Princess Maker 2, and I was wondering how to approach making one with Ren'py, especially the combat portions. I know that combat has to be turned based due to the nature of the Ren'py machine, but I was wondering if it was possible to create a different kind of combat system because I find RPG systems to be kinda tiresome...

On a slight tangent, I really enjoyed one RPG-hybrid that was made with Ren'py, called Morning Star. Does anybody know of any other game that's similar to it in terms of gameplay?

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PostPosted: Thu Oct 27, 2011 1:38 am 
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What exactly would you mean by different kind?

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PostPosted: Thu Oct 27, 2011 1:56 am 
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Something that's still turned-based but not exactly like the usual RPG combat systems you see?

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PostPosted: Thu Oct 27, 2011 1:57 am 
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Try Cute Knight Kingdom from Hanakogames.

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PostPosted: Thu Oct 27, 2011 2:38 am 
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Implementing RPG combat mechanics is really all about math. All your stats, equipment properties, etc. are numbers. If you want to calculate, for example, the damage your attack delivers (or the experience points you earn, the loot you get, ...), you just need to put these numbers in an equation. For example: strength * weapon_damage - enemy_resistance = damage_dealt. Usually dice rolls are added to add some randomness.

I have a game in the making, that uses a very simple RPG combat system. It's based on combining 4 different spells to create combos (something like: water spell + air spell = cold spell; cold spell + water spell = ice spell...).

Someone on the forums here seems to be making a turn-based 2D fighting game...

The combat doesn't have to be turn-based. There is a pong mini-game in the example that comes with Ren'Py... If you are a skilled programmer, there are practically no limitations, of what you can do in Ren'Py. Adding arcade elements an a story driven game, can be a thin ice, however. I know of numerous games that are ruined for a lot of players, simply for lacking the option to skip the arcade parts.

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PostPosted: Thu Oct 27, 2011 3:37 am 
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AFAIK Morning Star was a custom engine, not made in Ren'Py, but one of the programmers also made the Battle Engine for Ren'Py, Alpha 6 should be somewhere in these forums (just do a search)


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PostPosted: Thu Oct 27, 2011 11:39 am 
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Would you prefer a tactical rpg system like Final Fantasy Tactics or Dungeons and Dragons? Or maybe set the game up so that fighting enemies is more about solving a puzzle instead of grinding stats and spamming your best magic?

Actually, I have an idea. Let me see if I still have those Lost Worlds books somewhere...

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PostPosted: Thu Oct 27, 2011 1:56 pm 
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Thanks for the advice!

Fighting enemies as more of a puzzle-solving thing would be really interesting, but the "problem" with that is that I see it as something that would have to be integrated into the plot itself, so I would have to write a whole host of different action branches for each combat situation... but that's not necessarily a bad thing, just something that I'd have to put a lot of work into.

And I love turn-based strategy like Fire Emblem and Naruto: Konoha Senki, so I'd love to do something like that - problem is I'm completely clueless at how to program it... ;A;

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PostPosted: Thu Oct 27, 2011 10:44 pm 
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Anarchy wrote:
Fighting enemies as more of a puzzle-solving thing would be really interesting, but the "problem" with that is that I see it as something that would have to be integrated into the plot itself, so I would have to write a whole host of different action branches for each combat situation...


That could be challenging to write. Even if your game included a couple battles, there would be a lot of variables. Your writing would have to answer questions such as "Did the ninja live?", "Did the barbarian die?", and so on. So if this is relevant to your interest, you might be wise to start with a short story and one battle.

Anarchy wrote:
And I love turn-based strategy like Fire Emblem and Naruto: Konoha Senki, so I'd love to do something like that - problem is I'm completely clueless at how to program it... ;A;


Perhaps someone who's familiar with Python will know. It's certainly possible to use stats and create raising simulation gameplay. Hopefully it won't take too much effort to implement strategy RPG gameplay.

(As for me, I'd be interested in seeing something similar to Sakura Wars franchise. It's a distant possibility, but after playing the one game available in English, and learning that the franchise is all but dead now... I'm hoping for something more.)


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