Thread #737150929
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How am I supposed to have any strategy if the characters move in some random fucking order
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>The game calculates a "Turn Value" for every participant using the formula: Turn Value = AGI + trunc(RNG1 * AGI / 8) + RNG2, where RNG1 is a random decimal between -1 and 1, and RNG2 is -1, 0, or 1

huh, yeah, that really randomized
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wtf I didn't play this
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>>737150929
Nah. If you play it enough times you'll see that the enemies advance the same way 9/10 times until you engage at least, and then their moves are mostly logical.
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>>737150929
it just follows agility order. some bosses get to go twice in a row per rotation.
>>737155872
>enemies advance
enemies will either stand still, move 2 squares towards you, move to a predetermined location and stop there (usually "cinematic" reasons that they started somewhere else), or if you are in move/attack range rush to engage you. they usually target weaker units (casters/healers) if available, but sometimes they just attack whoever is closest (i never scrutinized that behavior. maybe level has something to do with it. or X/Y priority or something).
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>>737156385
i forgot to add that some enemies will stay still until you move past a certain threshold, and then they will change behavior and advance.
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if i wanted to make my own game like this, what would i have to learn?
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It's more about playing footsies with spacing and then swarming, it's pretty simple but satisfying. Definitely a far more casual SRPG than most FE games but the games are worth appreciating for what they offer
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>>737158995
start with learning what you're going to use to make it
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>>737158995
The SF community has some tools for romhacking if that would be enough to scratch the itch. Otherwise, there's SRPG Studio if you want something that will do a good chunk of the work for you, but the game would be more like Fire Emblem than Shining Force. Otherwise you could play around with an engine. Pathfinding on square grids isn't tough to program. Learning how to best manage your data for actors, classes, weapons, spells, etc is something you pick up after playing around with programming for a little time. I learned programming to make an SRPG and after ramming my head against the wall for a while, I got pretty good and got into software dev as a career.
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>>737159109
i am literally a gen-ed college drop out. i know literally nothing. i dont know if rpgmaker would support this type of game, but i feel like even if it did, it would automatically fail due to the stigma around rpgmaker.

obviously art and music and stuff is generally outsourced.

so what would be ideal to use? what things do i need to learn how to do, and what things are easily jumpstarted and just require direction?
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>>737159297
>and what things are easily jumpstarted and just require direction
nothing
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>>737159227
>enough to scratch the itch
it was wanting to make a real game for the public, for better or worse. not so much a "personal itch" or something to play myself.
>SRPG Studio
>more like Fire Emblem than Shining Force
i definitely want it more like shining force. definitely including the walking around town aspect. is there any way to force this, or would it have to be some kind of engine?
>engine
what would you recommend? both for quality result and for a blank slate pleb to try and learn.
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>>737150929
If I could beat this when I was 8 years old, what does that say about you?
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>>737159583
>definitely including the walking around town aspect.
SRPG Studio has a ton of plugins out there, I'm pretty sure there are ones for walkable towns but I don't know where to find them. I don't like how SRPG Studio games feel to play personally, the software feels older than it actually is, if that makes sense. But you might want to go grab some random free SRPG Studio made game to try and see if it feels acceptable to you.

>what would you recommend? both for quality result and for a blank slate pleb to try and learn.
That's a hard one to suggest for a total beginner. I first tried Unity. My only programming experience was RPG Maker event scripting when I was a kid and a high school programming class where the teacher didn't really teach and we spent half the time just playing Warcraft 3. If you're patient, I think you'd be fine, but engines are a double edged sword; you can find lots of tutorials and examples out there, but at the same time it can feel overwhelming since the engine has so many tools at your disposal. These days I prefer frameworks. I use MonoGame; conceptually it's easy to pick up, but it lacks the tools of an engine so you would have to do a lot of extra work yourself so I wouldn't want to push that.

I'd probably just recommend trying Unity and sticking with it for a little while. It's not like your time would be wasted if you decided to change course. Any programming you learn will really help you regardless.

>jesus christ did you need to write an essay
Sorry
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>>737160025
Also adding to this, you did touch on the RPG Maker thing, there are plugins for such things but I haven't used them. For example: https://store.steampowered.com/app/2811900/RPG_Maker_MV__SRPG_Gear_MV__Tactical_Battle_system_for_RPG_maker_MV/

This would be pretty good if the explorable towns aspect was a particular focus for you as RPG Maker has a lot of good tools for that sort of thing. Yeah, RPG Maker stigma, but if you don't make it look toooo much like an RPG Maker game, you'd be fine. I'm pretty sure Symphony of War was made with an older version of RPG Maker and it was very successful
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>>737160025
no, man, thank you a lot! i really appreciate it. whenever i shower thought about making a game, i almost always go back wanting to make a shining force type game. i've had grander ideas for things i could never personally do (like one of those games where you watch cameras to find paranormal activity, but you're watching to find cheaters in a casino, complete with managing the casino like those store simulators), but i have a deep fondness for shining force and all of the components of the game just seem very straightforward and self evident. not to say that making it and making it well would be "easy", just a bit less convoluted.

the past few days the urge has been calling to me in the back of my head, so seeing a thread today i might as well get some basic information for what i might end up getting myself into. honest and detailed stuff like this is perfect. i dont want to go in half cocked with just a fistful of dreams. i want to be grounded in reality for the potential endeavor
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>>737160545
No problem! I get it, Shining Force was a big game to me too when I was a kid. Whatever direction you try first in pursuing this, I encourage you to do it very soon. My biggest regrets are waiting too long to start things; I always wanted to be good at drawing but only started a few years ago. Imagine if I had started as a kid and had all those years of experience. Don't be me! Hope we see you around the /v/ dev threads!

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