RPG Developer Bakin

RPG Developer Bakin

g'mon 3 Nov, 2023 @ 3:55pm
★★ RPG Tactics Mechanics - design ideas thread ★★
I was very happy when I found out that tactical rpg is officially on the road map, so I decided to create this thread to discuss "what is important in a tactical game for you" that can make it unique and differentiate itself from the others.
Perhaps this could serve as a reference in some way for developers, combining their knowledge with users' ideas.
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Showing 1-15 of 19 comments
g'mon 3 Nov, 2023 @ 3:58pm 
I'll start with something that I would really like to see at the beginning, which is objects on the map that can interact in some way with the battle, chests with items, bombs that explode in X turns, stones or boxes that can be pushed to block the tile.
g'mon 3 Nov, 2023 @ 4:00pm 
Another thing I would also really like to see is the possibility of creating conditions for victory on the map, be it reaching X position on the map, or defeating X number of enemies or a specific boss.
MelonToucan 3 Nov, 2023 @ 4:04pm 
Definitely height checks especially for arrows being shot from like a tall platform to the ground. Grid deployment and the option to toggle on/off. Definitely can't wait to see what they come up with :D
g'mon 3 Nov, 2023 @ 4:18pm 
yeah, this one is great!
the possibility of customizing with a 3d object, the beginning, the middle that repeats, the curve and the end of the tile would be wonderful (for example, the fire emblem arrow)
Kumachan77 3 Nov, 2023 @ 10:23pm 
In the process of recreating one my SRPG Studio Tactical games in Bakin. I'm glad we finally got/getting the ability to have several battle cameras. However, would like to see some finer controls for timing. Example; unit needs to charge up before they launch their attack to the other side of the map and hits the enemy. Therefore, need a way to control the animation speed and/or camera tracking of the projectile being fired until it hits the enemy. It adds more impact/weight to an attack if we can slow the animation of the projectiles/attack.
Kumachan77 3 Nov, 2023 @ 10:37pm 
Another thing I would like to request is a usage/consumption options for each Skill. Currently, all Skills are MP based. Meaning, that as long as you refill your MP, you have access to all your Skills. However, it would be nice to have multiple Skills "Slots". So each "slot" requires you to individually restore using various items.

Player Battle Options Example:
Skill 1: Can be used 5 times and gets refilled with Red gems
Skill 2: Can be used 3 times and gets refilled with Blue gems
Item: Opens up item screen which you select Red or Blue gems to refill your skills
Escape: The default run away command
g'mon 4 Nov, 2023 @ 5:10am 
being able to interrupt the battle at a specific turn or with some condition and summon enemies anywhere on the map.

example: you killed a character X in the story, now your character will be surrounded by other enemies.

Being able to decide exactly which tile to spawn the enemy on is very important and can add a lot to the game's narrative!
Phantom 4 Nov, 2023 @ 5:23pm 
Here is a personal wishlist, I would be very happy if some of these are implemented in the future Bakin Tactical Battle System :

-I hope that it will be possible to have AoE (Area of Effect) with interesting shapes (not only circles but squares, cross, cones...)
-The possibility to make a spell range in line or in diagonal (or both) and not only in circle
-The walls and entities blocking the LoS (line of sight) for some skills but not for some others
-The possibility to have ZoC (Zone of Control) mechanics, making it difficult to move around certain units
-Pull and Push mechanics with potential extra damages when pushed against a wall or entity
-Position exchange mechanics
-Summons
-Teleportations
-Move and range altering states and equipments (positive or negative)
-Revive mechanics after a KO state
-Possibility to lift and throw allies and enemies
-Skill scopes (can only affect allies, or can only affect enemies or can affect both)
-Traps
g'mon 5 Nov, 2023 @ 7:50am 
for skill collisions, I think it would be cool if we could draw the range of each skill in a similar way to how to make collisions in the smile game builder, adding the blocks directly to the tile.
g'mon 19 Nov, 2023 @ 6:33pm 
The possibility of choosing within the engine where each player in the party will start on the map, or positioning them directly at the beginning of the match adds a layer of variety to the games.
g'mon 19 Nov, 2023 @ 6:35pm 
passive aura around the character or object that adds or removes status when a player enters or leaves the area.
Jagonz 24 Nov, 2023 @ 7:48am 
The system will be probably simple, I hope they implement several ideas here, it is also likely that the battle system will be a modifiable and expandable "battle script". :3
g'mon 11 Jul, 2024 @ 8:35am 
Placing the cursor over the character's Skill will automatically show the range.
mouse features for moving.
revenant_k 1 Aug, 2024 @ 12:14am 
Editable character size: 1x1, 2x1, 2x2 etc...
frowningmirror 2 Aug, 2024 @ 3:55am 
Some sort of positional mechanic like accuracy taking a dip if they hit from behind, someone already mentioned elevation doing this. I consider these sort of a must
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