thinking about adding a browser based player vs player combat system to the agent trainer game I will begin to make hopefully in the near future.
it will basically play similar to the amp side story combat but it is just 1 VS 1 agent combat. not a group of enemies (unless they might has that as a defense ability)
the differences between the Amp minigame would be that attacks would come in faster based on the opponents stats relative to your own and they will have HP and bomb load-out and use any abilities, or trap mechanics from time to time such as stage hazards, matrix, etc.
the battles will not be in real time versus another person, the game will just apply the stats from the opponents agent to a AI to battle against you. since you are not fighting the actual player, the challenge will come from having more stuff to worry about like the stage hazards, defensive abilities etc.
beating the opponents agent will cause you to get rank points.
losing at battle you started you will cause you to rank down.
if someone battles your agent and wins you will not change in in amount of rank points you have.
Unlike Jeo, the agent trainer is not some badass who can have his way with girls, nor has the medical condition excuse to have sex. The trainer will need to train up the girls and earn their respect/trust/love whatever you want to call it to see their sex scenes stuff. I’m thinking you can also do this by sending them on missions interacting with them in the right ways also.
I will make prototype of this but i wanted to know if people are interested in this.
attacking items might be something like:
bomb I, II, etc
matrix I, II, III (different levels of everything like ARIA mods)
EMP
crystal
you character also has passive abilities.
defensive abilities if your agent gets attacked.
stage hazard:
lasers
bomb cluster
ally agents
50% – your character will use this item, or ability if it drops below 50% life
25% – your character will use this item, or ability if it drops below 25% life
feel free to post ideas.
I some ideas are already posted in the comments on this post:
http://spiralvortexplay.com/svp/2016/06/16/aria-agent-trainer-game-ideas/
Don’t know why I look at that pick reminds me of Donkey Kong Country 3 Snow Ball boss battle.
https://www.youtube.com/watch?v=ACPsfpQ_5t0
As far as two player vs if you can find a way to do this in a two player without the split screen, since it is a online vs battle you plan to do..
https://www.youtube.com/watch?v=5aBK8gaUQeQ
Or you could make some type of chest or checker type of game of a RTS. When the battle goes to attack it shows the character hitting them. This this video but a two player taking turns RTS battle of chest.
https://www.youtube.com/watch?v=E1MCLMRKklQ
well the idea is the person don’t need to be there actively player to defend. they just set up their defense and another person can decide to challenge it. The idea is somewhat similar to the ARIA browser I had here a while back where you could attack other players on the site.
Another thing you can do is use this type of engine, well you already have it with Aria. But this one have walls to cover you, allow you to throw grenades. When I play Aria the part that you shot the agents and move around. It reminds me of a old NES game called Cabal.
https://www.loveroms.com/play-online/nintendo/cabal-u/107117
yeah destructible terrain could be a thing. Not sure how I would do in my set up thoguh since it use the little targets for instant damage and not projectiles.
I am honestly excited to see how this game will turn out. You have a great list of ideas already (from the last post) so I really don’t have much to add. The versus aspect would add some extra goals to the game, if only because people like to know they beat someone else
Thanks for the feedback. Yeah will heave leader board or something also.
What exact ideas are you looking for? Like agent passive abilities or boss abilities? Or just general ideas for the whole game?
Here’s some of the former below.
Scrapper- Agent will get back up to a conscious state after game overing. The health they return with is 15% of their total health.
Vengeful- When reduced to a low amount of health all damage types are increased.
Salty- (Enemy only) When reduced to 5% health, enemy deploys shield and lays down a bomb that instant kills player once detonated. Bomb must be shot a set amount to be destroyed. Enemy will continue shooting through the barrier during this duration.
False front- Begin fight with significantly faster movement and damage than a normal character. Being reduced to half health reduces movement and damage to well below average.
Pack rat- Agent starts fight with a random item that doesn’t need to be purchased.
Trick shots- Shots that miss have a chance to ricochet off the environment and hit anyway (With reduced damage)
Coward (Player only) – Ducking is much faster.
Yeah agent abilities in combat. I like these ideas thanks.
Ducking would be pretty much instant though, the thing is you can shoot and duck and some stuff can still effect you while ducking.
A PvP aspect to the game is interesting. The way you described it makes it sound similar to the ARIA RPG game you were working on a few months back.
yeah it would be like that but can be played out so you can win VS people strong than you will skill, etc.
can probably auto resolve battles also.
Sounds like a really neat concept. I like the raid / dungeon running idea. It would be great if you coupled that with a loot system like clothing, weapons, items, or costumes.
Different weapons could have different effects in combat. Different girls could prefer different weapons. You could train your girls to have a second affinity towards a weapon so that they can have a primary and secondary choice rather than locking them into a single weapon:
Shotgun: High damage, low rate of fire, hits multiple targets.
Sniper Rifle: High damage, low rate of fire, penetrates shields for extra damage.
Assault Rifle: Medium damage, medium rate of fire, high magazine capacity.
Pistol: Low damage, High rate of fire, medium magazine capacity.
Machine Gun: Medium damage, High rate of fire, inaccurate but penetrates shields for extra damage.
Associated Weapon Loot:
-AP Ammo – Increases probability of piercing shields.
-FMJ Ammo – Increases probability of bleeding target. (Damage over time).
-High-Cap Mag – Increases magazine capacity by X% for Y weapon.
-RDS Scope [Pistol, Assault Rifle, Shotgun] – Increases accuracy by X%.
-4X Scope [Assault Rifle, Sniper Rifle, Machine Gun] – Increases accuracy by X%.
-16X Scope [Sniper Rifle] – Increases accuracy by X%.
-Weapon Proficiency Magazine – Increase weapon affinity by X%. You could play this off by something humorous like a “Girls with Guns” or something and have the different girls on the cover with whatever gun the magazine is for. Maybe a bonus few % if the girl on the cover is that girl. Something corny like that.
Clothing and Clothing Destruction:
Obviously the game will be H oriented, but not so open as the actual main ARIA game. With the “code” you can take the girls tops off in the main ARIA game. This could be introduced into the ARIA trainer game with a clothing feature.
As a girls affinity rises, based on training and sorties, you are able to equip (or unequip) various clothing. This doesnt have to necessarily be represented in battle as I am sure it would be a ton of work, but it could be represented as a “private time” or “off duty” screen such as the main ARIA game represents it before missions. You can select the girl and have her wear, or not wear, whatever you like. When it comes time to battle, she puts on her suit and does the mission, when she returns she’s wearing whatever you previously selected.
At certain percentages of affinity she is more susceptible to take more clothing off:
25% – Topless but covering breasts.
50% – Topless.
75% – Topless and bottomless, but covering bottom.
100% – Topless and bottomless.
It shows a natural progression and affinity towards the player. It gives them something to work for.
Clothing items can be stat based or cosmetic found as loot drops. Boss drops, with a team, could increase rarer drops:
-Nurse Costume from Umichan.
-Cafe Costume from Umichan.
-“Towel” Costume from ARIA.
-Tiffany’s ‘Ring’ Bikini Costume from ARIA.
-Remi’s ‘V-Cut’ Suit Costume from ARIA.
-Bri’s ‘Ribbon Strap’ Bikini Costume from ARIA.
-Generic tops and bottoms: Thong, V-String, Micro, Bootie Shorts, Side Tie, ect ect.
-Generic armor piece tops and bottoms.
Clothing – Less defense but higher agility.
Armor – Higher defense but less agility.
Based on damage received, you could have clothing destruction which would make you have to buy or repair clothing and armor. If your armor or clothing is broken, you are more susceptible to H-oriented scenes and damage. (If you have something like a H-Game Over screen or the “Defeated” scene from the main ARIA game.) If your girl gets defeated and forced to an H scene she loses affinity towards you at a larger chunk.It;s sort of like a ‘real’ relationship. You need trust to keep affinity. If they lose and get forced upon, they lose trust and affinity.
Im sure I could go on and on about different things, but right now these are the few things that popped immediately into my head.
Thanks good stuff. most most of the weapons are laser based. and I say laser loosely.
but those ideas can be converted into laser based weapons. would not need ammo capacity because their suits generate the needed khalei.
also keep in mind every costume will need to be multiplied by 7 to have it for every character. It is easily for this to snowball into something unfeasible so ihave to be careful when it comes to stuff like that.
so far they all have the standard agent gear, academy clothing, sleeping attire and a mico bikini.
the agent gear and suits have a alternate version where their breasts are revealed.
maybe im super retarded, but how in gods name do i defend my ship from getting raided…..
seems like the girls do almost nothing regardless of how high i get them up in the beginning?
is there a for dummys walkthrough of the combat somewhere?
There’s an upgrade you can buy to increase the girl’s health specifically in the raid encounters, I personally need that to succeed in them myself.
Also you can avoid raids entirely with another upgrade which is the stealth system. Or you can avoid them by not staying in the areas for more than ten or so days. (There’s no specific amount of days for raids to happen but the % chance increases everyday you’re there past a certain threshold.)
That’s not entirely accurate. Your ship will never be raided if you are in a zone for less than 10 days. From 10 days to 19 days there is an increasing chance of being raided and from 20 days on you will be raided everyday. As you mentioned you can buy a stealth system to avoid the raids altogether or you can obtain one for free a little later in the game.
The raids are there to remind you that you are being hunted, so you really don’t have time to camp forever and build up stats in area 1. The game starts kicking your ass if you are there for too long. But you actually have enough money to travel to area 2 at the start of the game.
to actually most effectively defend the ship from being raided to just chunk a bomb right at the start, duck, and move out of the way of on screen stuff.
but to start getting bombs for cheap you need to be in area 2 at the space station on the map.
Wilson and Brigma mentioned the ways to avoid being raided completely.
I believe some tips are also written in the arrow scribble that appears on screen when you start the game.
so i am retarded, thanks guys…. think i got the hang of it now lol