1) The battles will probably work similar to Final Fantasy's Random Battle. Algorithms will generate monsters to fight based on the player's location (Another possibility is to have them based on the player's level). I would also like to allow the possibility for multiple monsters in battle. This would require slightly more sophisticated algorithms and interfaces. Obviously there should be a limit to the number of monsters that can be faced at a time (for both hardware and gameplay purposes).
2) I'm also toying with the idea of allowing multiple characters to fight on the side of the player. Either controllable or as NPCs. I would personally prefer NPCs. Implementing this would also simplify a possible Monster Summoning Feature (First mentioned in the Magic part of Player Structure). If that feature is popular enough then we can discuss that later.
3) Obviously an AI is going to have to be programmed for the monsters. We could work on multiple AI "personalities" for monsters (e.g. aggressive, defensive, focuses on allies). This, again, would require more sophisticated algorithms but would be more fun.
4) Monsters are going to have as many of the abilities as players as possible. This is to give some balance and add a challenge.
5) The monsters' stats will be in line with the players (unlike, say, FF where monsters have 300,000HP compared to the player's 500HP and do 100dmg compared to the player's 3000dmg). Again, it should make the game more enjoyable.
Anyway, as always; thoughts and ideas are much appreciated.
Scott
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1) Using your basis for point 3, couldn't there be a possibility of multiple "personalities" for monsters in latter stages e.g. when the player is past a certain level, and each barrier or limit that is passed a monster could adapt another personality or alternatively change personality - just a thought to toy with because the algorithms wouldn't be too tricky to work through.
2) On point 5, the idea of fair stats correlation between player and monster, however surely as level rises the stats of the monster should, although be fair, increase at a greater rate than the players, or else challenges through the game will be nullified.
Just a few points that would increase your desire for great player challenges but also increase the playability whilst keeping the game fair in moderation.
~ paul
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1) Not sure what you mean. Would this occur after the player goes past, say, a certain dungeon or during the battle? (like if a defensive monster's HP drops beyond a certain level, it panics and goes all-out). I suppose both cases could be implemented with relative ease; allowing multiple personalities to be assigned to a monster then deciding on personality on monster generation and possibly switching randomly during the battle (based on the circumstances of course).
2) Well, this is a toss-up between having the monsters get stronger with the player or areas containing stronger monsters. The disadvantage with the latter is that the game will have to have warnings of some description to prevent the player being wiped out at the start (play FF2 to realise just how annoying this is). The problem with the former is if the level system isn't implemented and a different system is used instead (the one I detailed and, personally, prefer).
Of course, using either system, the monsters must be slightly stronger (or at least on-par) with the player to maintain the challenge, as you stated. There's no point walking through the game, unless you just want a story. If you wanted that you could buy a book though :P
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Scott W
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
1) The battles will probably work similar to Final Fantasy's Random Battle. Algorithms will generate monsters to fight based on the player's location (Another possibility is to have them based on the player's level). I would also like to allow the possibility for multiple monsters in battle. This would require slightly more sophisticated algorithms and interfaces. Obviously there should be a limit to the number of monsters that can be faced at a time (for both hardware and gameplay purposes).
2) I'm also toying with the idea of allowing multiple characters to fight on the side of the player. Either controllable or as NPCs. I would personally prefer NPCs. Implementing this would also simplify a possible Monster Summoning Feature (First mentioned in the Magic part of Player Structure). If that feature is popular enough then we can discuss that later.
3) Obviously an AI is going to have to be programmed for the monsters. We could work on multiple AI "personalities" for monsters (e.g. aggressive, defensive, focuses on allies). This, again, would require more sophisticated algorithms but would be more fun.
4) Monsters are going to have as many of the abilities as players as possible. This is to give some balance and add a challenge.
5) The monsters' stats will be in line with the players (unlike, say, FF where monsters have 300,000HP compared to the player's 500HP and do 100dmg compared to the player's 3000dmg). Again, it should make the game more enjoyable.
Anyway, as always; thoughts and ideas are much appreciated.
Scott
1) Using your basis for point 3, couldn't there be a possibility of multiple "personalities" for monsters in latter stages e.g. when the player is past a certain level, and each barrier or limit that is passed a monster could adapt another personality or alternatively change personality - just a thought to toy with because the algorithms wouldn't be too tricky to work through.
2) On point 5, the idea of fair stats correlation between player and monster, however surely as level rises the stats of the monster should, although be fair, increase at a greater rate than the players, or else challenges through the game will be nullified.
Just a few points that would increase your desire for great player challenges but also increase the playability whilst keeping the game fair in moderation.
~ paul
1) Not sure what you mean. Would this occur after the player goes past, say, a certain dungeon or during the battle? (like if a defensive monster's HP drops beyond a certain level, it panics and goes all-out). I suppose both cases could be implemented with relative ease; allowing multiple personalities to be assigned to a monster then deciding on personality on monster generation and possibly switching randomly during the battle (based on the circumstances of course).
2) Well, this is a toss-up between having the monsters get stronger with the player or areas containing stronger monsters. The disadvantage with the latter is that the game will have to have warnings of some description to prevent the player being wiped out at the start (play FF2 to realise just how annoying this is). The problem with the former is if the level system isn't implemented and a different system is used instead (the one I detailed and, personally, prefer).
Of course, using either system, the monsters must be slightly stronger (or at least on-par) with the player to maintain the challenge, as you stated. There's no point walking through the game, unless you just want a story. If you wanted that you could buy a book though :P
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Scott W
on point 2) see the Player Structure thread for more detail