Has very obvious bugs with how turn order works! Will fix soon!

Little idea I had for a battle system which I just had to prototype. Speed is completely fixed and you choose the order your party attacks in. Enemies also have a set speed and attack after one or more of your picks depending on their speed. It's super super rough, doesn't have a lot of polish, and certainly doesn't show off ways this battle system could really shine. With that said, I would love to flesh it out even more and add a story and some cool characters to it some day.

Right now I'm torn on exactly how it works. Right now, you choose all four characters in order and then proceed to the battle screen where you choose their attacks. This could make the battle system a tad bit more strategic and require you to predict some moves in advance. For instance, have your healer go after the enemy and sweep up the damage, use a skill on a tank to have enemies attack them and have the tank use a counter attack, or just send out your sweeper first and get rid of the problem immediately. On the flipside, I'm also thinking about a more conventional OTB-style system like Octopath Traveler where you choose a party member to go first, immediately choose their attack, and then choose the next party member if the enemy doesn't go down. This could make gameplay a little more responsive and dynamic. If you've scaled this wall of text and have your own thoughts, I'd love to hear them in the comments.

RPG Maker MV by Enterbrain/KADOKAWA
Skip Title plugin by Yami
Prototype by callmeDJ

Comments

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(4 edits) (+1)

It's definitely an interesting idea, though it could definitely be expanded on for a more unique system, like you said.

Anyone who's ever picked up an RPG can definitely see the appeal in having the tank or the sweeper go first with party damage reduction, single target/aoe physical/magical burst, taunt/aggro moves or enemy debuff skills while the healer goes last. 

Knowing when the foe will attack is nice but doesn't mean much at the moment for a prototype where you don't really have to worry about taking big burst damage in the current system.

Of course, with the system you're proposing, being able to visualize when the enemy will act is crucial, such as having a turn order sequence that also shows who the foe plans to act and what skill they plan on using (the latter can be deemed optional, but the strategy aspect depends on knowing/predicting what enemy skill you need to have the party react to in advance, such an area of effect firestorm or a high damage single target physical move with low accuracy that can be countered by an evasion buff, etc.)

But more importantly, a system that lets you decide turn order is going to inherently draw a lot of value from what skills each party member has and how fun it is to chain skills together during combat flow.

For example, Sawyer Friend's recent game jam entry, Meeting of the Selves, has a fairly robust puzzle/jrpg system with turn order where you can focus on offense by weakening the foe with a resistance lowering debuff and then chain the mage's magic damage skill together for great value, a situation where turn order is crucial because the debuff only lasts one turn.

In comparison, this prototype demonstrates the basic idea but the available skills leave a lot to be desired for the moment. Harold has his usual Heal and Spark, Therese has no skills, Marsha has Fire and Lucius has Heal. All useful skills but they don't flow or chain together well in regard to having the usual jrpg strategies like aggro/taunt, buffs/debuffs and exploiting enemy elemental weaknesses. Plus, game balance can become tricky in a hurry when you want to decide on how tough/powerful/dangerous the foes are and how much pressure you want to put on the player to plan ahead and use defensive skills to mitigate incoming burst single or multi target damage or seriously crippling debuffs that require skills or items to cure, something that is standard in many RPG system.

The OTB Octopath Traveller system sounds like it has merit, but I'm not sure if the dynamic nature would do much to improve the strategy aspect. Octopath Traveller and similar titles like Crystal Project plus Time Break Chronicles are fun and easy to pick up and play because it's not difficult to react and recover to burst damage if you remember to hold MP and healing items in reserve during a pinch, which most players lean into by default becuase of all the RPGs they've/we've played over the years.

The current 'choose turn order and skills at the beginning of each round' seems like it has more value to be extrapolated upon for the strategy aspect. I know that most JRPGs have a set turn order system so the player can focus on choosing party skills and reacting to enemy skills, while turn order is something that can be altered and shifted with certain skills in certain RPG systems (Time Break Chronicles has personalized skills that let a character use their turn to give an extra turn to a different character) but not something you normally pick at the start of every round. Done well, and the player will have a lot of fun with deciding turn order as well as party skills. Otherwise, the player will just go with Character 1-2-3-4 / H-T-M-L and spam attack and damage skills.

(1 edit) (+1)

Always love seeing your comments pop up, and this is a ton to digest.

> Of course, with the system you're proposing, being able to visualize when the enemy will act is crucial, such as having a turn order sequence that also shows who the foe plans to act and what skill they plan on using

Will definitely include something of the sort should I commit to this. Pretty sure this is available for RMMV, but it's a $14 plugin and I'm not usually one to shell out cash unless fully committed. With that said, I am being tempted by this idea every day so we'll see. I also want a dynamic UI in the final product rather than a simple decision list. Big pictures of your party members pop up and you could choose the order with the arrow keys or by clicking them. My mind jumps to Squad Strike in Smash Ultimate where you choose your order with the control stick. Hell, this whole idea is giving Squad Strike.

> But more importantly, a system that lets you decide turn order is going to inherently draw a lot of value from what skills each party member has and how fun it is to chain skills together during combat flow.

Definitely agree. I didn't change any moves in this build, but ideally I want a ton of synergy between the party and every member's turn order to mean something no matter their position. I actually just finished Meeting Of The Selves, which is actually a sequel to Re:PUNCH Sawyer made for last year's Harold Jam. Huge fan of that battle system, and in general seeing what he does with MV always inspires me to go above and beyond. Unfortunately the way I played MOTS wasn't that big-brained; really should've done stuff like that in the final battle.

> In comparison, this prototype demonstrates the basic idea but the available skills leave a lot to be desired for the moment.

Absolutely agree. In general this was more to test out the method that determines turn order than to show off its potential. I'll definitely need to put a ton of thought into who has what skills and how other party members will benefit from those. Even something as simple as starting with two party members with different buffs or debuffs and choosing which ones to use would make good use of the system. From there, introduce different classes and maybe even have overflow party members in your pocket to really customize your build. The possibilities are limitless and it's making me really warm up to this idea. Speaking of which...

> The current 'choose turn order and skills at the beginning of each round' seems like it has more value to be extrapolated upon for the strategy aspect.

I considered the more traditional OTB method just to make things a little more dynamic and convenient since I've been trying to consider that perspective more as a fledgling dev. However, I have been realizing the strategy in picking a set party order would be lost if you just picked on the fly. I'm really seeing the potential for a strong strategy-based battle system and I would love to do more with this idea.

Appreciate the comments as always!