HOME TO THE RPGTOOLKIT GAME "THE GRID"
"What is the Grid?"
NEWS |
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MAR 29, 2004 |
Updating the Battle System. Currently, I have a hard time trying to adopt the formulas for the Battle System such as Attack damage. This would be a difficult task since I have to also modify the Menu Stats System to correspond to the existing Battle System.
So for now, I will use the System from Final Fantasy I, with a mix from other games. |
APR 3, 2004 |
Lent Week Today
The Custom Stats System is finally complete. The next step is completing the Skills Menu with all the skills used in the game to serve as the final database. What needs now is to complete the database along with the programming of some Menu-driven skills (like Heal and Rejuvenate/Heal2). I would assume that the Skills System would be complete before the Lent Week ends. I would also write an article about the whole Grid Project. |
APR 8, 2004 |
The Equip system is now almost complete. I only need
to update the Equipment Database for every character and new ones to be
created.
Also, I also created a rulebook for the Project Grid in terms of the batte system as well as a mini-game guide. Check it here |
PROJECTS AT HAND |
1. CUSTOM BATTLE SYSTEM
A fully functional turn-based battle system that is almost complete. What makes it incomplete are the additional features that is still being decided whether to implement or not and some formula for attack damage, skill damage, etc. Here are some the implemented features
a. Delayed Spell Casting
Before a spell is cast, a particular amount of time must be spent to fully cast a spell. The time required before the spell is cast is called Delay Cost or DC.
b. Party Swapping If your party has more than three members, you can swap your current active character for another character in the party (FFX style)
c. Equipped Battle Items The concept is that Battle-driven Items are equipped on players to be able to use them in battle. Although this would make the game a bit difficult, this was done for convenience, due to the complexity if the other way would be used (The Items command would list all possible usable battle items. Although possible, it is difficult to insert the program into the Battle system which is already full of while loops). Some games have implemented the feature anyway (Saga Frontier and Kingdom Hearts)
d. Status Effects Currently, these are the implemented status effects 1. Silence - Cannot use skills 2. Stop, Sleep and Stun- Character doesn't gain a turn for a particular time 3. Haste and Slow - characters' speed is increased/decreased by this status 4. Poison and Regen - characters lose/gain HP at end of their turn while in these status. 5. Blind - character's evasion and accuracy drops drastically at this status 6. Disease - character won't recover HP from healing items/spells while in this status
Features that are still not implemented, yet still being decided are
a. Meta-Magic A support skill of mages that enchants their spells. Examples are Meta-Quicken (removes delay cost of next spell cast) and Meta-Freecast ( Next spell cast doesn't consume MP)
b. Rune System Although partially implemented, the Rune System allows the players to customize their character. The original plan was to use 4 Weapon Runes to enhance the character's offensive capabilities and 4 Armor Runes to enhance the character's defensive capabilities. The other plan was to use 6 Slot of Runes to enhance both offense and defense
c. Battle Party Not sure whether there would be 4 players in battle or 3 (the BS is commented to make it 3)
2. MENU SYSTEM - STATS MENU
A way to strengthen up your characters in Diablo Style. The only difference is that there is no Luck to increase, maximum value per stat is 255, and some changes in formula in terms of indirect stats. See screenshot below. |
Screenshots