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Re: Battle Screen

Posted: Thu Aug 22, 2013 4:12 pm
by Zukero
Wouldn't be too fan of it either.
However, some pop-up text after the death of some of the unique enemies (quest bosses) could add some depth to the quests.
If there's a popup, there can be an image (static) in it too....

Re: Battle Screen

Posted: Fri Aug 23, 2013 3:33 am
by Pyrizzle
Zukero wrote:Wouldn't be too fan of it either.
However, some pop-up text after the death of some of the unique enemies (quest bosses) could add some depth to the quests.
If there's a popup, there can be an image (static) in it too....
Pyrizzle wrote:
nyktos wrote:i wasn't thinking animation or anything,
but something that makes a boss a little "larger than life"

the 4 tile monsters actually do the trick for me,
i wouldn't mind seeing more of those - in moderation.

:ugeek:

had to use the geek smiley :lol:

I agree that doing something for the large NPCs such as the Hira'zinn, cave guardian, or Winged Demon would be a nice touch but anything more than that could become too much very quickly.

Maybe even doing something dramatic for when you kill the leader of Prim or Blackwater Mountain Settlement to really drive home the idea that you just made a big choice in the game.

idk.
+1 I also suggested that earlier.

Re: Battle Screen

Posted: Fri Aug 23, 2013 11:22 am
by Zukero
What about simply being able to add a comment at the top of the loot pop-up ?
These would show up even if the player set the preferences to never show them. Having maximum one for each quest makes it less than 100 for the whole game, so I think it would not disturb the players using this setting too much, and technically, there's not much to do :
- Add a field of type text to the monster data : "loot_comment".
- Include that text at the top of the loot pop-up.
- Ignore preferences when "loot_comment" is non-null, or non-default.

What do you think of that ?

Re: Battle Screen

Posted: Sat Aug 24, 2013 2:30 am
by Pyrizzle
Zukero wrote:What about simply being able to add a comment at the top of the loot pop-up ?
These would show up even if the player set the preferences to never show them. Having maximum one for each quest makes it less than 100 for the whole game, so I think it would not disturb the players using this setting too much, and technically, there's not much to do :
- Add a field of type text to the monster data : "loot_comment".
- Include that text at the top of the loot pop-up.
- Ignore preferences when "loot_comment" is non-null, or non-default.

What do you think of that ?
Good suggestion. That seems like a simple way to implement this idea and wouldn't annoy the players who do not wish to see the Battle Screens.

+1
Glad to have you with us Zukero! You have some fantastic ideas!

Re: Battle Screen

Posted: Sat Aug 24, 2013 11:50 am
by Tomcat
Seconded, on both this idea and on having you aboard, Z

Re: Battle Screen

Posted: Sat Aug 24, 2013 10:54 pm
by Zukero
:oops: Thanks guys. My face turned red :lol:

I've actually been on board for quite some time (about as long as Pyro), but unexpectidely got more active these days.
I think it's linked to the fact that the new release came out while my boss was on vacation :roll:

:arrow: Back to topic, Maybe the text should be part of the dorplist, rather than the monster. The popup already includes data from the droplist, so it may be easier for the code. Picture this like the monster drops potions, weapons, and a punchline ! :lol:

Edit :
Tomcat wrote:Seconded, on both this idea and on having you aboard, Z
Z is a zombie name ! My friends call me "Zuk" when they want it short :ugeek:

Re: Battle Screen

Posted: Sat Aug 24, 2013 11:07 pm
by Tomcat
Lol ok Zuk :)

Re: Battle Screen

Posted: Sun Aug 25, 2013 1:03 am
by Xero
Pyrizzle wrote:LOL if you want to play FF than go play FF....

I feel this wouldn't be a good fit for the game and would slow down gameplay far too much to be a good addition.

There was a suggestion for a Battle Image for when you fight a boss or any important baddy... Maybe a screen showing you defeating the NPC in some dramatic fashion.
I don't really believe anyone has the right to make this argument legitimately except oskar. He is the creator and no one reads his mind.
A counter argument like this basically reads "I don't like it because"
If you're opposed to an idea, it's more beneficial to provide a reason why you don't like it instead of just saying that it doesn't fit the style of the game which is your opinion.
With that said, I do like the idea and also rpg maker may be a good candidate for this game engine.
Having a battle screen seems exciting and the animation would imo make the game more graphical while retaining the roguelike concept.
I don't see any reason why you couldn't have the option to turn these settings off (no animation)
I like any idea that improves the excitement of a game and attracts more players

Re: Battle Screen

Posted: Sun Aug 25, 2013 1:33 am
by Darkstar
First off, Love the game. It has to be the best game for the android now. I can't stop playing it! Big thanks to everyone who has made it possible.

I see the battle screen suggestion looks like it was shot down but I think some type of battle screen might be helpful, and for players that don't want it they could turn it off/on in an option just like the loot windows. I agree with most of the arguments against a FF style battle screen but I have something a little different in mind. It seems the developers have designed the game for fighting mobs with some kind of strategy but I don't see much options other than flee, and attack (but not being able to select witch monster to hit). There may be a way to do it but I don't know how. I drew up a visual for my suggestion. Basically it follows the tile layout and covers up to 8 monsters attacking at the same time, witch I think would be the maximum. Then you tap the monster you want to attack, also this could open up the possibility of picking an item and using it against the monster, ( Again there maybe a way to do this now but I don't know how). Also this could be used for the Boss fight, just move the hero down to the bottom and have the boss take the top six tiles. Of course this is not what I would conceder to be a final design but maybe a good start, and I wanted to comments while the topic was hot. Thanks again.

Re: Battle Screen

Posted: Sun Aug 25, 2013 1:39 am
by Pyrizzle
Darkstar wrote:First off, Love the game. It has to be the best game for the android now. I can't stop playing it! Big thanks to everyone who has made it possible.

I see the battle screen suggestion looks like it was shot down but I think some type of battle screen might be helpful, and for players that don't want it they could turn it off/on in an option just like the loot windows. I agree with most of the arguments against a FF style battle screen but I have something a little different in mind. It seems the developers have designed the game for fighting mobs with some kind of strategy but I don't see much options other than flee, and attack (but not being able to select witch monster to hit). There may be a way to do it but I don't know how. I drew up a visual for my suggestion. Basically it follows the tile layout and covers up to 8 monsters attacking at the same time, witch I think would be the maximum. Then you tap the monster you want to attack, also this could open up the possibility of picking an item and using it against the monster, ( Again there maybe a way to do this now but I don't know how). Also this could be used for the Boss fight, just move the hero down to the bottom and have the boss take the top six tiles. Of course this is not what I would conceder to be a final design but maybe a good start, and I wanted to comments while the topic was hot. Thanks again.
To select a NPC while in combat long press on the NPC you wish to fight.

This is an interesting idea but it would make trying to run away or using hit and run tactics nearly impossible.

The Original Post is actually about having a picture of the NPC being defeated when you win a battle.