I've been updating for about a month now and I haven't mentioned the battle system at all. Battles are more or less what you'd expect from a retro rpg: a turn based battle system. Every round of combat, you get three options: Fight, GTFO, or I'm Lazy. Fight lets you give orders to your characters, GTFO gets you the fuck out of a bad situation, and I'm Lazy automatically chooses commands for the characters. If you engage the enemy in battle, you'll get 4 commands: Attack, use special techniques (the name for this command is unique for every character), Defend, and Item. Things are self explanatory.The four attributes of characters determine how good they are in battle. In case you haven't figured it out yet, the four attributes are Attack, Defense, Agility, and Magic. Attack increases the damage done by your Attack command and gives you better damage with weapon techniques or skills that do more damage with a high attack (like Ether Fist). Defense is damage reduction; the more you have, the less damage you take from physical attacks. Agility improves your initiative in battle (the order in which actions are made), gives you more accuracy, and lets you evade attacks. Magic makes your special attacks more potent and gives you resistance against other magic attacks. Every turn, characters recover 1 hp and 1 mp. This entire paragraph is crap you probably could've guessed.
If your characters encounter an enemy much weaker than your average party level, the enemy is automatically defeated before the battle even begins (like in Earthbound). You just walk up to the weak monster and zap it. You get xp and cash for zapping an enemy, but the enemy won't respawn (though a stronger kind of monster may take it's place later). This makes back tracking less tedious and dampens the effectiveness of level grinding. That, and it makes a snazzy thwack sound.
Dec 5, 2007
Combat
Labels: system