About the content of the battle
Added 2023-02-14 19:32:38 +0000 UTC
有關戰鬥的內容
以時間系統為基礎,每個動作會消耗時間,因此可以做出雙方同步動作的作戰(非系統性,而是直接選擇動作)
玩家可以通過消耗小量時間觀察成為敵人的NPC的下一動作,NPC也可能會馬上攻擊
玩家可以進行即時的攻擊,或消耗一些時間在物品或魔法中找到有用的動作
為槍上彈和使用興奮劑等等動作都會消耗時間
這個方式會用到包括非邪靈敵人,例如NTR的入侵者NPC,玩家如果想用自己的方法清除這些NPC的話,可以直接進行攻擊,對方便會即時變成敵人在場景中作戰
幻景空間系統
出現靈騷現象的地點會化為隨機迷宮,玩家在其中作戰並找到靈因所在把主要原因的邪靈殺死便可以解除幻境
幻境中消耗的時間不會影響現實時間,所有幻境的出入都只會消耗30分鐘
問題
大家認為有需要製作這樣的RPG冒險戰鬥系統嗎?
還是大家會同意由根本上不需要這種系統?
可能性1
有戰鬥系統,保持整個設定,玩家要通過對時間消耗的控制和敵人的行動來針對動作,以此來戰勝敵人並得到獎勵,像是魔法材料可以進行更多儀式得到可以控制各種事件的魔法物品,或是直接的得到金錢
可能性2
有戰鬥系統,改為系統直接根據角色持有的武器進行戰力計算決定後果,包括進入幻景空間驅鬼的行為,以角色的屬性數值和裝備計算出後果
可能性3
完全劇情化所有這些狀況,並以有沒有持有某些物品來直接決定劇情方向,像是如果沒有帶槍和驅魔物品就無法進入幻境,進入後直接發生進入幻境的劇情,並自動解決得到獎勵
可能性4
戰鬥或者是沉悶的,完全不製作戰鬥有關劇情或系統,改為某種小遊戲或根本就沒有系統,以劇情和變化主導
About the content of the battle
Based on the time system, each action consumes time, so it is possible to make simultaneous actions of both sides (not systemic, but directly selected actions).
Players can spend a small amount of time to observe the next action of the enemy NPC, and the NPC may attack immediately.
The player can perform an immediate attack, or spend some time to find a useful action in an item or magic.
Loading guns and using stimulants, among other actions, will consume time.
This method will be used to include non-evil enemies, such as NTR invaders NPCs, players who want to clear these NPCs by their own means can directly attack, and the opponent will instantly become an enemy in the scene of battle
Visionary Space System
The place where the spirit disturbance occurs will be turned into a random maze, players can fight in it and find the main cause of the spirit to kill the evil spirit to release the illusion.
The time consumed in the illusion will not affect the real time, all the illusions will only consume 30 minutes.
Question
Do you think there is a need to create this kind of RPG adventure system?
Or will people agree that such a system is not needed at all?
Possibility 1
There is a battle system, keeping the whole setup, the player has to control the time consumption and the enemy's action to target the action, so as to defeat the enemy and get the reward, such as magic materials to perform more rituals to get magic items that can control various events, or to get money directly.
Possibility 2
With the battle system, the system will be changed to directly calculate the consequences based on the weapons held by the character, including the act of entering the visionary space to expel ghosts, and the consequences will be calculated based on the character's attribute value and equipment.
Possibility 3
Completely theatricalize all these conditions and determine the direction of the plot directly by the presence or absence of certain items, for example, if you don't have a gun and demon repellent items, you can't enter the illusionary realm, and the plot of entering the illusionary realm will happen directly after entering and will be automatically solved and rewarded.
Possibility 4
Battles or boring, not to make battles at all about the plot or system, changed to some kind of mini-games or no system at all, led by the plot and changes
對我來說製作並非難題,但事實上所有選擇都一樣會消耗幾乎一樣的時間去製作
原因包括
製作的方向更動了,要更改設定及部份內容,對於混亂的我來說,一樣要先進行設計和設定才能開始製作
如果不更改的話,戰鬥系統一樣要經過一些時間進行打磨才能程現出合適的效果
我對於遊戲的展望中由一開始是包括了帶女性角色去冒險,並通過這可能性來展示出角色的性格和魅力
但隨著製作時間愈來愈長之後,我開始疑慮這個方向的必要性
投票只屬於參考,請自由的選擇,最後我還是會以我的希望來製作遊戲,如果我最後無法接受沒有戰鬥的遊戲,我還是會把戰鬥放製作出來
因此不要怕影響到在下,把你希望的方向直接告訴我吧
For me it is not difficult to make, but in fact all the choices will consume almost the same amount of time to make.
The reasons for this include
The direction of the production has changed, and the settings and parts of the content have to be changed.
If there is no change, the battle system will take some time to be polished before the right effect can be achieved.
My vision for the game included taking female characters on adventures from the beginning, and through this possibility to show the character's personality and charm.
But as the production time grew longer, I began to wonder about the need for this direction.
Voting is for reference only, please feel free to choose, in the end I will still make the game as I wish, and if I can't accept a game without battles in the end, I will still put the battles into production.
So don't be afraid to influence me, tell me directly the direction you want to go!