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Attention RPG fans! I need your help.

07-12-2011, 01:00 AM
#1
Senior Member [Original Poster]
Joined: May 2011
Posts: 114
Attention RPG fans! I need your help.

Hello RPG fans,

My name is Zach and I'm the lead developer for a new RPG being developed by a new studio named Instant Lazer. We're trying our best to bring a really unique gaming experience to the iPhone, something that is not an easy thing to do.

We've recently finished up the majority of the abilities on the player's side (over 200 skills!), and am about to begin on the enemy AI for battles. This is where you come in. We really want the enemies to feel "intelligent," rather than the brutish damage dealers you have in most RPGs.

I don't want to give away too much of the battle system, but I will say that it is party based. It is also not turn-based. So I ask you fans of epic battles, what do you want in your enemies? What would make battles feel really engaging? Outside of enemy AI, what do you look for to give battles a real feel of tension and suspense? And heck, while you're at it, just what do you think would be cool in an RPG on the iPhone?

Post below, or feel free to PM me with your thoughts.

PS We don't have a ton of art ready yet, but I know we all like images so here's a rough draft of a demon you'll be fighting:
Name:  demon1.png
Views: 282
Size:  6.8 KB

Developer: The Epic of Roderick by InstantLazer Studio
TEoR blog Now including the Economics of the App Store series.
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Twitter: twitter.com/instantlazer

Last edited by Lazer; 07-12-2011 at 02:05 AM. Reason: Updated Sig.
07-12-2011, 01:29 AM
#2
Kinda hard to say, not knowing how the combat system will be. However, it would be cool to see enemies that don't just stand there attacking/casting, etc. Enemies that move around, jump around, and have specials would be cool. And as for bosses, things like phases (similar to WoW bosses) would be nice. Again, it's something different to go against rather than a boss that just hits hard and has a ton of health.
Also, seeing how the combat is party based, multi character attacks would give more dynamics to the fights. Say, your burly Conan type guy picks up your smaller rogue and flings him at the enemies.
I look forward to hearing more about this game
BTW, your attachment doesn't work

07-12-2011, 02:09 AM
#3
Senior Member [Original Poster]
Joined: May 2011
Posts: 114
Quote:
Originally Posted by Caladell View Post
Kinda hard to say, not knowing how the combat system will be. However, it would be cool to see enemies that don't just stand there attacking/casting, etc. Enemies that move around, jump around, and have specials would be cool. And as for bosses, things like phases (similar to WoW bosses) would be nice. Again, it's something different to go against rather than a boss that just hits hard and has a ton of health.
Also, seeing how the combat is party based, multi character attacks would give more dynamics to the fights. Say, your burly Conan type guy picks up your smaller rogue and flings him at the enemies.
I look forward to hearing more about this game
BTW, your attachment doesn't work
That's weird. It should be fixed now. Great points too. I guess I should say that the battles aren't action rpg-like, but rather jrpg-like. There's movement in animations, but not really movement in the sense that you would need to position your characters in order to hit anything. Love the boss phase idea, I'll make sure to use that.

Developer: The Epic of Roderick by InstantLazer Studio
TEoR blog Now including the Economics of the App Store series.
facebook
Twitter: twitter.com/instantlazer
07-12-2011, 02:38 AM
#4
Joined: Aug 2009
Posts: 521
look at classic beat em ups, the bad dude knows when to block, when to counter, and when to special your ass. I'd love to see the bad guy be bad ass.

Game centre ID: Kal'Torak
07-12-2011, 03:29 AM
#5
Joined: Aug 2009
Location: Saint Joseph's Hospital, Mental Ward (Long Term Guest)
Posts: 85
I think what would add to the game is scaling AI for not just enemies, but party members as well.

My idea is this: Intelligence/Perception or wisdom stat determines the multiplier at which "AI XP" is gained. This determines how smart things are in combat.

But Intelligence and the Perception or Wisdom stat would also determine starting AI level.

This is a system I'd love to see in more RPGs, and I'd include it in my own if I knew how to code. That way the more battles a party member survives, not only the more powerful do they become, but the more wise in tactical decisions- any person who's been in a real fight can tell you that you get better at making calls in combat after you survive enough fights to the death.


This is something I learned secondhand from my father, who has been in both the military and external conflicts.

I can't even identify with my own generation anymore. Mostly because I intensely dislike Twilight, Rap, and Angry Birds

Last edited by Link6746; 07-12-2011 at 03:32 AM.
07-12-2011, 03:52 AM
#6
Senior Member [Original Poster]
Joined: May 2011
Posts: 114
Quote:
Originally Posted by Link6746 View Post
I think what would add to the game is scaling AI for not just enemies, but party members as well.

My idea is this: Intelligence/Perception or wisdom stat determines the multiplier at which "AI XP" is gained. This determines how smart things are in combat.

But Intelligence and the Perception or Wisdom stat would also determine starting AI level.

This is a system I'd love to see in more RPGs, and I'd include it in my own if I knew how to code. That way the more battles a party member survives, not only the more powerful do they become, but the more wise in tactical decisions- any person who's been in a real fight can tell you that you get better at making calls in combat after you survive enough fights to the death.


This is something I learned secondhand from my father, who has been in both the military and external conflicts.
I was definitely going to try to implement scaling of the AI, but I'm not sure what you mean by having the party scale as well. The party won't be AI based, instead they're controlled by the player. Did you have something in mind other than party AI, or was the idea to have all the AI scaling with level or experience?

Developer: The Epic of Roderick by InstantLazer Studio
TEoR blog Now including the Economics of the App Store series.
facebook
Twitter: twitter.com/instantlazer
07-12-2011, 04:01 AM
#7
Joined: Jan 2011
Location: England
Posts: 10,656
Quote:
Originally Posted by Lazer View Post
just what do you think would be cool in an RPG on the iPhone?
I've seen a lot of RPG's and the KRPG's mostly have 'cute kiddie' type graphics/characters.

I wish we could have something like the old Ultima IV type games which were on the Amiga in the 90's. A lot of gamers here arent 14 and dont want 'cute' graphics. Ultima had very simple graphics but the game had soooo much depth, was totally non-linear and it felt like a 'world' at your fingertips.

I'm after a classic RPG with non-cute graphics. I hope yours is like that
07-12-2011, 04:22 AM
#8
Senior Member [Original Poster]
Joined: May 2011
Posts: 114
Quote:
Originally Posted by psj3809 View Post
I've seen a lot of RPG's and the KRPG's mostly have 'cute kiddie' type graphics/characters.

I wish we could have something like the old Ultima IV type games which were on the Amiga in the 90's. A lot of gamers here arent 14 and dont want 'cute' graphics. Ultima had very simple graphics but the game had soooo much depth, was totally non-linear and it felt like a 'world' at your fingertips.

I'm after a classic RPG with non-cute graphics. I hope yours is like that
We're definitely working for non-cute graphics. How does the demon I posted catch you? We're definitely staying away from the anime feel that a lot of the KRPGs have. The graphics are more in the vein of the snes FFs, but not really retro and pixelated. Ultima IV holds a special place in my heart (oh shepherds), and there's a mechanic in The Epic of Roderick that owes itself to that game.

Developer: The Epic of Roderick by InstantLazer Studio
TEoR blog Now including the Economics of the App Store series.
facebook
Twitter: twitter.com/instantlazer
07-12-2011, 04:45 AM
#9
Joined: Jan 2011
Location: England
Posts: 10,656
Yep looks great. Dont get me wrong i'm glad there are KRPG's out there but just seems to be so many.

Glad youre a fan of Ultima as well. Classic times back then, simple graphics but a huge brilliant world to discover (Same with the game Elite, simple wireframe graphics but one huge addictive game).

Looking forward to seeing this game
07-12-2011, 06:14 AM
#10
Joined: Jul 2011
Posts: 1,201
For a party based fighting system I'm sure you have already implemented different classes(tank, healer etc.). But for me I would like to see several different strategies to go about playing the game. E.g. a mage that can dish huge amounts of healing by the time you reach endgame or he can beef up the other part members' abilities such as defense(so he doesn't need such a high healing stat), attack and even their special skills to add a sense of reliability on the whole group as opposed to one overpowered beast in the bunch. And having different ways to beat the game adds a lot of replayability.

I can suggest a lot more but I'd rather keep it short as possible. Plus I'm not even sure if this fits into the style of gameplay you have planned but this is just a suggestion.