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A story-driven battle system

Discussion in 'Game Design' started by cozduin, May 3, 2015.

  1. cozduin

    cozduin

    Joined:
    May 3, 2015
    Posts:
    19
    Hi,

    I have been messing with some ideas for a story-driven battle system in the past, and I'd like to share them with you.

    The base idea is that the stats of your allies are based solely on the degree of friendship they have with them. In a gauge, it would be metered between the like of "Arch-Nemesis", passing through "Fragile Alliance", and maybe even, in extreme cases, er, "Forever Lover".

    You'd gather friendship (or hardship) based solely through dialogue through out the story.
    In a battle, when you choose your allies, the highest the level of friendship they have, the higher their damage. Be careful to choose allies with low friendship, as they can even turn against you in the battle! Conversely, the higher the hate you gathered from the opposing team, the higher the damage they will inflict.

    Our own personal stats would be based solely on our background, and our leveling based on the friends and battles we decide to make.

    I've been writing it down for some time, and as writing a GDD can be tiresome sometimes, I decided to take a break and share it here with you guys.
     
  2. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
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    16,860
    Sounds interesting. For such a different mechanic I'd strongly suggest taking a break from the design docs and building a prototype.

    Some interesting implications of the design:
    • Mercy healing, where a player attempts to convert an almost defeated opponent by healing them.
    • Pacifist mode, a hardcore mode where players attempt to win without killing anything, just conversions.
    • Various attacks designed to manipulate alliances
    In a way it's vaguely similar to something I'm working on for Tree of Life. A RTS where the units are not under the firm grasp of any individual player, but can be influenced by multiple players. Working on a prototype now, not confident how well the mechanic will work.

    The gameplay should fit somewhere between 7 kingdoms and Creeper World. Both obscure games, but the best comparisons I could come up with.
     
    AndrewGrayGames and Aiursrage2k like this.
  3. Nemezis

    Nemezis

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    Oct 26, 2013
    Posts:
    3
    Hello I just read your idea and I really like it. One of main reasons I love my top games Is because of the characters with ritch stories behind them and their conversations and relationship with main character. If you care for the characters in the game you will remember them and the game they are in for long after ending. Keep it up. I realy admire people like you for realizing that kind of ideas for story telling.
     
  4. cozduin

    cozduin

    Joined:
    May 3, 2015
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    Hi, thanks for the nice words!

    Edit: snipped older concept.
     
    Last edited: Aug 16, 2015
  5. cozduin

    cozduin

    Joined:
    May 3, 2015
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    I'm making some steps in prototyping, this is something I made today.

    Since the game will be heavy on UI, I'm starting by it.

    The game will be a Visual Novel, with battles in that story-driven system.

    This is still a preliminary concept investigation, everything still placeholders. :)

    Prototype.png
     
  6. tedthebug

    tedthebug

    Joined:
    May 6, 2015
    Posts:
    2,570
    Sounds really interesting. Have you looked at something like http://twinery.org to help with plotting the story flow? I haven't used it for anything as complex as what you intend but people have added scripting into it to simulate dice rolls etc for things like the old make your own adventure stories I had as a kid.
    Good luck & keep us posted, I'm interested to see how it goes.
     
  7. cozduin

    cozduin

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    May 3, 2015
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    Last edited: Aug 31, 2015
  8. gregdberg

    gregdberg

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    Sep 2, 2015
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    Story-driven gameplay is very interesting to me. I think something integral to this type of system is having a large variety of inter-character dialogue in combat based on character relationships.
     
  9. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Posts:
    4,433
    I suggest thinking about a way to hide the math behind your system. As long as everything is displayed in numbers and players can easily base their choices on the mathematical optimal way the focus on the story and relationship between characters or parties can easily get lost I suppose. If you remove the math from the pool of information that is visible to the player and go with other means of conveying information through dialog I'd expect people to make decisions based stronger on their own emotions instead of calculating the optimal way and in return I hope players will find the experience more engaging and rewarding.