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Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

Ally System
Posted 24th Aug 10, by Strife  
After the Solar Temple plotline (which is the 33% mark of the game), I'll be introducing another feature to keep things interesting: Allies.

At certain points, the player will have a second character accompany them that helps them fight monsters. The ally's behavior is really tight with the player's, in such a way that they're really more of an extension of the player rather than an independent fighter (kinda like the Ice Climbers from Super Smash Bros, if you've ever played that). If the player doesn't attack monsters and decides to flee from them instead, their ally would do the same, and when the player attacks, they'd attack similarly - with different attacks of course depending on who the ally is.

If possible, I want to try and find some sort of pathfinding tutorial for MMF2 so that I can figure out how to make allies weave around obstacles with the player, rather than constantly moving in a straight path to each destination. I haven't had much luck so far, but fortunately it's not absolutely necessary to continue.

I've got all of basic AI coded. Also, at the moment, allies can take damage, but they have infinite health, and the only downside to them getting attacked is that they're knocked back for a split second. I'm not sure if I should stick with this, though, so what I could probably do is add Kingdom Hearts-styled health bars to allies. Fallen comrades wouldn't die, but would be incapacitated for a minute or so before getting back up to fight.
Preview

Preview


Posted by Shiru 24th August, 2010

It looks great ! KH style HP ? Like KH1 or Kh2 ? KH2 are better or maybe HP bars from KHBBS !
 
Posted by Strife 24th August, 2010

I've only played the first KH, unfortunately. ; But what I was referring to was the fact that in KH1, Sora's companions never really died, but when their HP was depleted, they'd be knocked out for a little bit and then revive themselves automatically with some of their HP still intact.

This also begs the question - How should I display the ally's health bar? Have it hover over/under the ally, or have it occupy the same space as the monster bar when a monster isn't being attacked? Should it always be displayed, only under certain circumstances, or only in the pause menu?
 
Posted by Zzynck 24th August, 2010

If you're looking for another method for the allies, you could look into Secret of Mana. In that game, fallen allies would become ghosts that would follow the player and do nothing else, and who could only become useful again once the player rested at an inn. But that's just an idea, personally, I think the KH system would work very well.

I would also suggest having a face icon of the ally with either a health percentage counter (which becomes closer to red as health reaches a critical point) or a health bar next to the face.

And you could place that HUD on the left side of the screen, just above the main HUD at the bottom.

Just a thought.

By the way, this entire project looks really amazing! Best of luck
 
Posted by Kal 25th August, 2010

Continuing that idea, Secret of Mana 2 (aka Seiken Densetsu 3) handled it thusly: Ally health was represented by a ratio (so 135/150) in the upper corners of the screen (you had two allies max) that obviously decreases when hit. When ally health reached a certain point, a short alarm sounded ; three warning tones. (I wanna say this happens at 50% health, but for consistency you could have it at the same point Ikkin's health gets critical, aka she comments about it).

When they die, they fall where they are. When you move to the next screen, they are revived with 1 hp. This work in game because enemy attacks aren't always easy to dodge, including magic (which always hits).

It seems like an easy system to implement. You could try it, see what the testers think, then upgrade if you feel the need to. In SD3 technically they were revived at the end of battle, but that game also didn't have continuously respawning enemies like FQ does.

Alternatively, you could go the Fire Emblem path; when an ally dies they're gone for good. But I doubt that'd work well.
 
Posted by Jason Orme 25th August, 2010

Looks great, can't wait to play.
The graphic style is amazing.
 
Posted by Xhunterko 25th August, 2010

This is gonna be like, $5+ right? Right?
(dude, you deserve it)
 
Posted by Strife 25th August, 2010

Thanks for the suggestions, guys. The 1 HP idea Kal touched on seems pretty feasible. What I could also do is have fallen comrades remain unconscious on the ground for a minute or so before getting back up. In this case, if the player abandons them and moves to a new area, they'd appear automatically during the next map transition once the minute has passed.

As for the health bar, I've been cautious about adding more interface items above the menu bar, but I'm sure I could squeeze in a bar for the ally somewhere where the monsters' health bars are.

Thanks again for the comments and compliments, guys! ^___^

Xhunterko - Because I'm expecting a baby in mid-November, I've been thinking about this a lot more lately. I will touch upon it in my next devlog update.
 
Posted by Xhunterko 25th August, 2010

So, steam, psn, xblig, right?
 
Posted by Watermelon876 27th August, 2010

I think that allies needs to have some unique gameplay. Maybe allow the player to tell his ally to stay or follow? That way you could use allies for certain puzzles in some dungeons and it would be an important gameplay change, not just extra firepower. But use your discretion.
I like the idea of the ally being more like an extension of your self, when you haven't told him/her to stay.
 


 



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