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MEGAMI TENSEI™ Uncensored / Megaten Hell / Re: SMT "Combat System"...Any info?
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on: February 24, 2007, 02:09:32 PM
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Well, I could add YHWH to the game, but any sort of plot element would have to involve getting to that point.
Then again, He doesn't have to be included at all. Soul Hackers didn't include YHWH or Lucifer at all, so it's not as if He would have to make an appearance at all. Heck, even Megaten 1 didn't have YHWH (though 2 did).
Even the version that could be release next month probably wouldn't even go that far. Just a minor Beta to see if everything works out, then add more as bugs are ironed out.
Since there isn't much traffic here, maybe I should also post something at Megaten Haven as well, to get more ideas.
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MEGAMI TENSEI™ Uncensored / Megaten Hell / Re: SMT "Combat System"...Any info?
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on: February 22, 2007, 03:57:19 AM
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>Jessicat:
The creatures that I have lined up (still looking through the lists for creatures of various strengths to balance dungeon exploring) are as follows. Some are still being entered into the game. Most are from SMT1, 2 and if..., but a handful are based on their Nocturne counterparts.
Zombie Dog Poltergeist Pixie Slime Zombie-Kun Gremlin Zombie-Chan Bodyconian Goblin Kobold Jack Frost Jack Latern Angel Elf Dark Elf Lilim Archangel Maneater Dryad Troll Valkyrie Succubus Amazon Vampire Joan of Arc Chu Chulain Dominion Water Power Principality Chris The Car Jack Ripper Yatagarasu Cyclops Ogre Incubus Tengu Old One Nyarlathotep Lucifer Seiryu Byakko Genbu Suzaku Yamata-No-Orochi Shiva Susano Masakado Beelzebub Astaroth Strawberry Frost Lemon Frost Milky Frost Melon Frost Blue Hawaii Frost Frost Five Alice Dante White Rider Red Rider Black Rider Pale Rider Mother Harlot
I can't tell you about the bosses that have already added, since I don't know which ones will appear where, when or if. Had an idea for a sidequest involving the "Fox" bosses from if...
A number of ones that you have mentioned have been added, but the probably is, I don't know how long the game will be, so I have to balance content with length. Of course, the game can be updated at a later time; however, I'd like to make sure it's playable to a certain degree before I throw everything I have into it.
I might be able to get a version of the game up next month or so, if Tony might be willing to host it. However, since it's an online game, it might eat up some bandwidth. This could be offset by the fact that the Byond system allows for subscriptions. Most of the game could be free, but any farther would take a fee (purely to deal with bandwidth, of course)...
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MEGAMI TENSEI™ Uncensored / Megaten Hell / Re: SMT "Combat System"...Any info?
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on: February 21, 2007, 10:58:02 PM
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First of all, I guess I should just warn everyone who may be reading this that the game is one of the old-style, text games. No graphical capabilities. Right now, it makes it a whole lot easier to play and program.
>Tony:
As for the game itself, it might need to be hosted at some time.
>Everyone else:
Since I'm here, I might as well ask everyone: is there a particular creature(s) from the SMT world that you feel must be included in this online game? You can put your thoughts in this thread.
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MEGAMI TENSEI™ Uncensored / Megaten Hell / Re: SMT "Combat System"...Any info?
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on: February 21, 2007, 10:34:47 AM
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I'm trying to hunt down all the exact "formulas" for doing specific things. Let's take combat, for example. If I have a 120 attack, and the creature I'm hitting has a 200 defense, I've seen cases where I'm doing in the 80s of damage. The formula is what I'm looking for. Something like: Damage = (ATTACK * 3) - (DEFENSE) (Which is the formula I'm using now, which is not based on any other particular game per-se)Weakness/etc. are fine, as they are based on a simple formula as well: Final.Damage = Sub.Damage * (Applicable.Resistance / 100) (Where Applicable.Resistance ranges from -200 to 200. Negative ranges reflect the damage, 0 = immune, 100 is affected as normal and less than that is less effective, and greater than 100 means a weakness to the particular attack) (All from http://hkaityo.hp.infoseek.co.jp/dq/index.html ) If Final.Damage = 0, no damage done (Immune)If Final.Damage > 0, and the enemy doesn't absorb that kind of damage, deal that amount of damage. Otherwise, restore that amount of HP to the taget. (Affected by the attack)If Final.Damage < 0, Final.Damage = Final.Damage * -1, and do that damage back at the attacker. (Reflects the attack)
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MEGAMI TENSEI™ Uncensored / Megaten Hell / Re: SMT "Combat System"...Any info?
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on: February 21, 2007, 08:11:47 AM
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Thanks for the reply.
Unlike an RPG on a message board (which I assume yours is, after brief viewing), I'm making it an actual "game," in which I mean a MUD or MMORPG (take your pick of term).
I've tried to do some text-work on certain test data, but overall, I guess I'm just going to have to program my own battle system. It won't be very faithful, but that's one of the breaks. It also tends to be very violent at times (i.e. large amounts of damage being dished out sometimes), but itsn't that SMT fare? :corkysm17
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MEGAMI TENSEI™ Uncensored / Megaten Hell / SMT "Combat System"...Any info?
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on: February 16, 2007, 10:07:14 AM
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I've been trying to program an SMT-based online text RPG using the Byond programming system ( www.byond.com ), and it's easy enough, but one thing is bugging me that I can't seem to work out correctly... ...and that's the "combat system." I'm talking about hit rates, damage calculation for attacks and spells, and even evasion of spells. I've been using http://hkaityo.hp.infoseek.co.jp/dq/index.html for statistics/resistances and such (as well as a most-excellent "Soul Hackers" strategy guide), but a concrete way to "re-program" the battle system without the data it getting, well, weird. For a better description of what I mean, take a look at the following areas of Gamefaqs, and the designated files: Final Fantasy VII - Battle Mechanics FAQ: http://www.gamefaqs.com/console/psx/game/197341.htmlFinal Fantasy IX - Battle Mechanics FAQ: http://www.gamefaqs.com/console/psx/game/197338.htmlSkies of Arcadia - Special Items FAQ: http://www.gamefaqs.com/console/dreamcast/game/197237.htmlPhantasy Star IV - Technical Guide: http://www.gamefaqs.com/console/genesis/game/563334.htmlThere are probably more guides like that, but I just wanted to give you some background on exactly what I was looking for. Does anyone have such a guide, or know detailed data about how to: (a) faithfully duplicate hit ratios (b) faithfully calculate damage for regular attacks and magic attacks (c) any other base data that I should know about?
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