Game Maker: Round 2

Posted: May 4, 2012 in Games
Tags: , ,

Last summer I screwed around a bit with game maker, and made a pretty crappy game, but I did learn a bit about how to use game maker so it wasn’t a complete waste. This summer I shall try to top my previous efforts. I am attempting, so far with a bit of success to make a jrpg. However it has a bit of a twist to it. I got the idea from reading this blog post about crafting a forum RPG ruleset.

The basic twist on this that I got from his post was to have the battle take place along a one-dimensional line, so in addition to normal commands like attack, magic and item, this game will also give you the ability to move left or right. Now how will this affect combat? Well depending on what weapon you have equipped this will determine how many spaces left and right you can attack, magic spells will also have a range.

So far this doesn’t seem too complicated, just put ranged people behind melee people and gradually fight your way across the battlefield. This is where various movement abilities come in. Teleportation spells will allow you to teleport behind the enemy and sneak up on their weaklings in the back, and they can do the same to you; certain abilities will allow you to knock back enemies or pull them closer; flanking will require you to fight enemies from both directions at once; some people will have abilities that are effective at different ranges forcing a choice on whether to put them in front or back. Even if movement is only along one dimension, there are many possibilities for interesting movement abilities which in addition to the normal complexities of a jrpg, will lead to a very interesting experience.

So how far am I? Not very. The first thing I did was to make a turn scheduler, because this is a turn based game after all. Basically everyone has a variable called readiness, which starts at zero. Every time the game steps through its main loop, it goes up by another variable called agility. When readiness reaches 100 they get a turn. Once their turn is over their readiness goes down, and the loop starts again until the next person gets  turn. Characters with higher agility get turns more ofter. Simple enough.

Next I made some rows, and gave the player and enemies the ability to move left and right along these. The rules are pretty simple, players and enemies can’t occupy the same row. And only a maximum of 3 characters can occupy the same row at the same time. After making the move command I quickly decided to make a wait command, so that if the enemies got boxed in and had no where to move it wouldn’t crash the game!!! The turn will only end if they do something, so wait is the fallback if no other actin can be taken, then it will do nothing and still end the turn.

After that I gave everybody an HP variable and gave everyone the ability to attack which will take down the HP, and when it reaches 0, the player or enemy will die. I even gave all the characters a range variable which will determine how far they can attack. And that’s basically it, attack, move and wait are the only 3 commands implemented so far. I am working on magic, but its not done yet.

So after I get a variety of magic, as well as implement an item command, that’s pretty much the core of the combat mechanics. I mean I might need tweaks here or there, as well as expanding the list of magic and items, but that’s the pretty much the main aspects of the combat right there. After I get that done I guess I can work on making a few more types of enemies and build the first dungeon of the game, then decide what to do next after all that is done.

I guess in the long term I will need some sort of leveling system for characters to grow more powerful, and shops to buy items and equipment, also I guess I’ll need to implement equipment. I’ll worry about those things a little later.

Edit: Now that I think about it that paragraph on attack doesn’t really do it justice. Suffice it say there are variables such as strength and defense which will determine how much damage an attack will do. You don’t really need the specific details.

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