RPG battle idea...
by MSW · in Game Design and Creative Issues · 12/06/2001 (6:56 pm) · 2 replies
Had this idea for a little while now...and just wanted to share it to see what you folks think...
Basicly the RPG is built from "mini-games" with the battles designed around Tetris/Puzzle fighter type gameplay (trying something "new" here)
Basicly when the battle begins the two opposeing fighters are face to face in the top/center of the screen...a random block is picked for each and the fight begins (just like tetris)...basicly when a line is created the player performing this action with push the other off screen by the number of lines made (9 'steps' across the screen...so if you get 4 lines right from the start, then get one more you would win the battle)
however...there are no more 'random blocks'...every time the player presses a arrow key to move his block into place the "next" block would switch...and every time he/she presses a rotate button...the "next" block would cycle through 3 different color choices (say red, green, blue)...so in a way players are selecting what the next block would be before it comes out...additonaly if a a line is created where all the blocks are the same color (all red, blue, green) this would cause a "special move" that effects the opponets tetris game in some way (adds partial lines to their playfield...or maybe clears your playfield, etc..)
all of the blocks would fit into a 4X4 matrix...and there are many block designs that can be aquired through the RPG story...
It's hard to explain how this would work...but it goes something like this:
random block # 3 is picked (set at random color blue)..the players "next" block is set to the same # and color...player presses right ("next" block becomes #4)...player rotates clockwise ("Next" block becomes green) player lests block fall all the way to the bottom...player now gets the "next" block (a green #4)..etc..
how does this sound?
Basicly the RPG is built from "mini-games" with the battles designed around Tetris/Puzzle fighter type gameplay (trying something "new" here)
Basicly when the battle begins the two opposeing fighters are face to face in the top/center of the screen...a random block is picked for each and the fight begins (just like tetris)...basicly when a line is created the player performing this action with push the other off screen by the number of lines made (9 'steps' across the screen...so if you get 4 lines right from the start, then get one more you would win the battle)
however...there are no more 'random blocks'...every time the player presses a arrow key to move his block into place the "next" block would switch...and every time he/she presses a rotate button...the "next" block would cycle through 3 different color choices (say red, green, blue)...so in a way players are selecting what the next block would be before it comes out...additonaly if a a line is created where all the blocks are the same color (all red, blue, green) this would cause a "special move" that effects the opponets tetris game in some way (adds partial lines to their playfield...or maybe clears your playfield, etc..)
all of the blocks would fit into a 4X4 matrix...and there are many block designs that can be aquired through the RPG story...
It's hard to explain how this would work...but it goes something like this:
random block # 3 is picked (set at random color blue)..the players "next" block is set to the same # and color...player presses right ("next" block becomes #4)...player rotates clockwise ("Next" block becomes green) player lests block fall all the way to the bottom...player now gets the "next" block (a green #4)..etc..
how does this sound?
About the author
#2
12/13/2001 (1:28 pm)
Yes, this does sound like a pretty good idea. It seems to me that this wouldn't really be an RPG though, it would be a puzzle-style game with an RPG-type storyline for variety. And I like the idea of being able to change which piece you want next, but it seems like it would need alot of testing to keep things from becoming too easy (half the difficulty in Tetris was waiting and waiting for that straight piece to come, take that away and there is little left, but the idea can be worked out.)
William Finlayson
Thats always a problem with most RPG's - too much combat. Using this system would mean that characters duel at a mini-game, the losing character gracefully concedes, and there you have it, combat without a drop of blood spilt. Sounds like a really good idea to me.