January 6, 2024

16 thoughts on “ARIA plans for minigame side story

  1. A RPG set up in the game why the fuck not? ^_^
    Aria already have so much RTS option in to battle it just keep growing with more options.

        1. thanks yeah it’ll be something like that. not sure about that menu, but overall yeah.
          this gave me a few ideas.

      1. I thought an action-based battle system would tie in a lot better with all the other real-time action stuf in the game, but it’s your call, mang.

        1. I’m always open to suggestion but imo this is more of a action based system than just spam clicking enemies peeping around corners like whack-a-mole, or virtual cop.

          RPG combat systems can still be real time, something like FF7 where characters are on timers and the enemies are also. the enemies won’t wait until you have selected what you want to do. We probably are thinking very different things, so let me make a prototype so you can get a good idea about what I had in mind.

          1. I am indeed thinkin’ of a system that involves menus, which could still also involve rea-time elements like in FF7 or Chrono Trigger, or even FF 12.

            I’m not a fan of that in particular, but do your thang, man.

            I’d probably have preferred the whack-a-mole, myself, but like I said, it’s your call.
            The likelihood of me complaining about it after this point is pretty much Zero.
            I just had a thing to say and now ya heard it, bro.

          2. Thanks for mentioning it then. So I’m not thinking about menus at all so I still think we are not even thinking about the same thing heh.

  2. I think a mix of FF Tactics/Mass Effect would be nice

    Amp

    How about giving Amp the shotgun so she has a Passive crowd control… like if there is five guys… the standard attack can spread five hits out between them… sometimes just plastered one guy with all five hits or winging all 5 with one each?

    Fireworks: Unleash a barrage of blasts

    Berserker Strain: Increases Attack power, Attack bonus is greater the more HP is missing

    Burning Eyes: Khalei related, Amp seers Enemies every turn while active.

    Like you activate it and it deals initially… and then for about 2 to three rounds, cause amps still trying to kill them with mind bullets they take additional damage at the end of the round. -Like Burn works in Pokemon-

    1. good ideas, it gave me a few ideas when you mentioned tactics. I think when I make a prototype then it will become clear what it needs. I’ll try to hammer it out tonight.

  3. I love the idea, and think you could do some really cool things with it.

    Ari’s role seems perfect, but maybe she could be improved with some kind of buff or debug like an aggro/taunt mechanic, taking the brute of attacks to keep Amp and Phia safe for the next few seconds or so.

    Maybe you could make Phia the dark mage type character who can’t do much damage herself but is imperative to combat due to her abilities. Like she could do things like stun/distract, reduce enemy defences/strength/speed, or maybe even force enemies to temporarily join your side.

    If Phia played like a squishy mage then that would free up Amp to play like a berzerker/theif-ish character: Being able to both do damage and avoid it. Perhaps focusing on critical chance and damage rather than raw damage that Ari would excel at: Crippling enemies by focusing their weak points and maybe even having a chance to insta-kill enemies, but because of this kind of mechanic she might have to have a slower attack rate or hit rate or something.

    If you’re going to make the game more action-based than the FF7 idea would be the best model to base the game off of in my opinion. But perhaps instead of a “defend” button there would be a “take cover” mechanic that lowered enemy aggro for that character and gave a slight defense boost.

    I also rather like the idea of a “Seduce” mechanic that’s effects would be based on the character. Like Phia’s chance of it working it be much higher and it would distract them for a while. But when say, Ari or Amp did it then they would immediately take advantage of them being distracted and get a sucker-punch in there or something, so they wouldn’t get distracted but you would get a guaranteed hit in that might work better on more agile targets. Or maybe you could even get like a critical seduce and sex just breaks out on the battlefield right there (But that might be better saved for special enemies or bosses)

    Hope I procured some useful ideas and good luck with making the game!

    1. I thought about making Ari the tank but Amp is actually more experienced person out of this group. Plus amp has a regen ability and a ability where her attack is boosted based on taking damage. So I think giver her a taunt might be better, but at the same time dangerous. So I like the cover mechanic you mentioned. The other stuff I’m not sure fits for what I am planning. we’ll have to see. I’d need to just make it first, then it’ll can be more clear what I hand in mind.

      but yeah Amp everyday is fighting agents. While for Ari and Phia they never actually fought other GemCo agents outside of just training.

      1. Yeah, I guess I don’t really understand the mini enough to give any kind of suggestions XD
        But I do think that Amp could make a very nice high-risk, high-reward type character. And maybe a taunt on her could work, but it would have to either be used with caution or have something along with it that would make it more viable like a slight defense boost as well as a damage boost with damage taken.

  4. I’ve seen a really well done shooter in a flash game before that I played some years ago. It was part of a point and click escape game. The creator is named Godlimation, and the game was aptly named Escape, the third in the trapped trilogy. I’ll post a Youtube link at the proper time, but you can easily find a lets play of it anyway.

    https://www.youtube.com/watch?v=XpbgDvv5-dw&feature=player_detailpage#t=29

    In a nutshell, the fight is based completely on player skill. The player aims a reticle and clicks on the enemy as he chooses a random position to emerge from cover to shoot the player. Occasionally he will throw a flashbang out in the center of the room, in which case you need to move your cursor to the right side of the wall to avoid the blinding effect.

    The gameplay is only good enough to hold up for a single “gimmick” boss fight, but I bet the idea can be polished to be more challenging.

    1. This is pretty good thanks for the link. I’m not sure this will work well with with multiple characters at once though.

  5. ohh hohoho adding a RPG element to the mix now?… well i understand why only 3 characters so far… ^^U i guess i won`t see TT and bri on the battle as well the could use at least uhm… TT might use a dart gun like the medic of TF2 (since she is medical researcher) and bri well… how bout give her a plasma cutter

    just a friendly suggestion though :3

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