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Draknier Story - Dev Diary #06 - Concepts - Battle System, Fates of Bond, Romance Option, & On-hold/Dropped Features

Hello Protagonists & Everyone else!

It's been a while since my last gamedev update. With this update, As I won't be able to provide substantial progress in terms of technicality (prototype progress) as I am mostly doing some programming (C#) studies to increase my arsenal when coding for the game, I'l instead be going near all out with showing my ideas covering what kind of battle mechanics I am planning to implement and other game features I will eventually add or want to add .

(Note: if the GIFs doesn't play, you might need to either switch your browser to desktop mode or use PC)

BATTLE MECHANICS/SYSTEM
The type of battle mechanics I was going for before is just a simple turn-based. Now that I have moved to 3D, I am attempting the ideas that I do not dare when I was working on 2D due to its less flexibility and number of pixel art frames for each move.

Since this is my passion jrpg-inspired project, I might as well integrate things I find fun base from the games I've played & add a spin to it.

The type of combat system I'm going for as its core is still a turn-based, but with added engagement & flavor on top of it which is having a rhythm-based element.

Basic/Normal Attack Command
First, you generate TP (Technique Points) through normal/basic attack. During the early development of Draknier Story, I am planning to just use a single normal attack(placeholder) which will be later expanded to different types of attack sequence wherein each type of attack has it pros & cons (such as some move deal more damage, while other generate more TP) . As you level up & progress, you gain more variety of moves. The attack sequence I am describing is similar to Xenogears.

And in some sense, is also quite similar to Legend of Legaia.

Another reason I wanted to approach combo moves is to use it as an excuse so I can do more 3d animation attack sequence (ᗒᗨᗕ). Despite the work & time it can take, I fortunately have the leisure to do so as I don't have to worry about publisher.

plus-- would you look at that, fist type/martial art attacks looks best & juicy when doing string of attack instead of single hit attack (º﹃º)

I'm still considering if the basic attack command will inherit a rhythm-style like the Chain Arts/Combo Command below, but at this point, not within the plans.

Chain Arts/Combo Command
Once you've generated enough TP, you will be able to execute this command. This is where the rhythm plays in. The reason I wanted to implement it is I have some fondness of rhythm or button press timing. Also the same with some fighting/brawling games. I also do think that it helps w/ the repetitive nature of turn based as you get rewarded for executing it well & keeps you engage(At least for me). Legend of Dragoon's Addition System shows this:

There are times when I feel like I don't want to encounter an enemy for a while, but this rhythm mini-game keeps me looking forward to it. I am still considering if I will utilize different combination of button inputs (Spikes the difficulty of executing) or just stick to one button. It will need some real testing first.

I know that not every jrpg fans are into this considering that I am building the game features around my preference/taste, but to mitigate this, I am also considering to either add 'Auto', or have an accessory that you can equip in easy mode to execute the command automatically. The 'auto' will be implemented later in the development when the default/manual mode's foundation is well established.

Now, regarding the balance of it, 'Manual/Default' will give you a high risk high reward.
e.g.   1st hit = 80% dmg, 2nd hit = 90% dmg, 3rd hit = 100% dmg, 4th hit = 110%, and 5th hit = 120% dmg.
(Note: Damage scaling is not final).

While using 'auto' will give you a flat 100% damage.

A modern similar jrpg example of this rhythm element would be Xenoblade Chronicles 2.


Divine Arts / Magic Command
I haven't got too deep into this yet so the concept/idea is still quite premature. This command may also utilize TP which is used for Chain Arts or have its own AP(Ability Points/Power) bar.

Some Divine Arts  will have rhythm, but a more simple one. The rhythm will start during the start-up casting of the Divine Art. Perhaps something similar to Super Kirby Clash( Might possibly have variety of forms such as horizontal line, vertical lines, or cross). 


Divine Art will focus more on self-buff/sustain, damage dealing, and enemy debuff.

Transformation

Items Command
This command will contain mostly recovery items. I am considering to either have each unit have separate inventory or a centralized one. 

 Suikoden 2 features a separate inventory for each character. 

While Fire Emblem & Final Fantasy tactics are strategy/tactical jrpgs, I think they are good examples.

Here's a one big inventory(screenshot Tales of Abyss), which is what is normally used for most jrpgs.

 Perhaps I'm leaning more on the latter since it means less complexity & management then I'll just find a way to balance it.

Perhaps making the item recovery more expensive(◣∀◢)ψ. In most jrpgs, battle items can easily become OP as they can be very versatile, cost efficient, & powerful.

I want to focus more on basic attack, chain arts, & divine arts as the offensive while Items leaning more on recovery & utility.

OTHER GAME FEATURES
There is actually a major feature I forgot to mention from the last update. It would be the "romance" part. While the game will not really revolve about 'romance' as a topic, there will be  some elements or subtleness to it.

Bonds of Fate
There will be a bond progression. I am planning to adapt a similar approach to Persona's Social Links, Xenoblade's heart-to-heart, Fire Emblem's Support, and similar feature found in other jrpgs, I do think that at it's core, its implementation are nearly the same & may only differ slightly on how to generate affinity.


My reason behind this is since this is a jrpg-inspired(making it a long game) which could make you feel invested to certain characters.. eventually, you will have a preferred girl (best girl or waifu), I don't want to force anyone for being locked, fortunately, the current story I am going with allows me this leisure. One of the great example I can think of is, from what I know, some Dragon Quest game allows you to choose your waifu(*^∀゚)ъ .

As for how to generate affinity, I am still looking into it.

DROPPED & ON-HOLD FEATURES
Early advance concept of combat is a simple turn based, but with variety of attack type & armor type. Attack type includes pierce, blunt, slash. Armor type is light, medium, heavy. I had to drop it as its gets more complex & it was a concept for when I was still working on 2D and have to consider limiting the 2d pixel sprite animations.

• A support recruitable/tag team. It's a support unit that can be paired with your main party member where they have their own perks. Most of them will do follow-up attack & others w/ buff or debuff. 


My purpose for this is it will allow me to add more content in the game from time to time and also to make it as a gateway to look more into the world & lore as you recruit more units. Similar to recruiting in Suikoden, but instead of a main party member, they are support/assist unit. Another great example is xenoblade chronicles 2 w/ their blades.  

Even if the game is completed or a work in progress, I can add this as additional content to pump more life into the game. I guess a good scenario example would be, imagine a xenoblade chronicles 2 constantly getting new blades from time to time, or those gacha games.

This idea is on-hold as its pretty much an additional content & won't be vital for the narrative. But I also honestly think that it would be great for temporary party members(if there are in the story) and story characters that can become your ally (Jokingly, it means more waifu option outside the main party members (◣∀◢)ψ).

• Elemental Attributes, I was already planning it to be dropped, but I'll put it on-hold since if the support units/tag team got implemented, it will benefit a lot from this feature to add more diversity. 

• Mini-games. I would love to add mini-games, but that would the very last part or somewher ein the middle. They could either be during story gameplay or just a side thing to do.
I find this essential as I won't be able to release the game in one go, so having these while the next chapter is not yet released. It's also a nice break when I feel burntout from coding the main game so instead of feeling tempted to work on a new project, I might as well integrate them in the game.

• A dimensional fairy-like village that you can develop. It can be an area that I can develop to connect or serve as lobby for end-game content such as extra special boss, side quests, mini-games, etc.).  This idea is on-hold as this is an extra content like the mini-game(Although as  I developer, I think this is one of the very fun things to work on).

A lovely example would be breath of fire series (Also digimon world's main city).

• Monster/Pet raising. Is on-hold & probably the very last on my priority. This will work well if I implement the 'support/assist unit/tag team'. I really love this part in Legend of Mana and it left a very strong & long lasting impression to me. Working on this feature will seem to be very fun (^v^).

-------------------
So I guess i've pretty much shared most of the game play ideas. I better stop now as It's already becoming more than just a jrpg and more of a culmination of what i really really love & features I was planning to my old projects (ᗒᗨᗕ). I know that with these massive ideas, it is pretty ambitious, but I plan to dedicate & work on this project for a very long time (๑˃̵ᴗ˂̵)و. I want to support this game as long as I can 。^‿^。.And instead of glittering promise of words, it is better that I show you progress & results (ง `ω´)۶.

The updates for the coming months will mostly be not about ideas anymore, but art of the game, technical progress, or perhaps even both.

Lastly, here's a new very short prototype ost for draknier story (it's called "lalala")(ᗒᗨᗕ).
https://soundcloud.com/user-915680816/sets/draknier-story-ost/s-7eYlD

Thank you again for your time & I hope you have a pleasant day (´∀`)!

--
I will now resume on working on your jrpg artbook vol. 4 & the new jrpg chibis content (´∀`)

Also, please feel free to join our JRPG Discord Community if you haven't yet:
Discord.gg/UDwwD3w 

Draknier Story - Dev Diary #06 - Concepts - Battle System, Fates of Bond, Romance Option, & On-hold/Dropped Features Draknier Story - Dev Diary #06 - Concepts - Battle System, Fates of Bond, Romance Option, & On-hold/Dropped Features

Comments

Thank you Monkeyzilla, I'll try my best not to let these just be ideas and work on it to bring them to life & reality (๑˃̵ᴗ˂̵)و

I really love these ideas, making the game more interactive for the player is a really good idea. Standard turn-based combat is alright, but it isnt as engaging or fun sometimes. You have some great ideas buddy, I cant wait to see how this turns out!

Monkeyzilla


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