ID:34358
 
Alright so the Beta launch of Naruto GOA is comming, I thought id summarize i nice list of some of the revolutionary and fun game play features in it.

1. Non-Clan SkillTree/ Passive Skill Tree/ Clan Skill Tree:
Its really annoying how most Naruto games work, you pick your "Clan" at the beggining, in reality its not a clan your picking but a character from naruto, there actually are a few Clans in naruto, but aparently the word clan lost meaning. You can pick a clan, or not. Not picking a clan does not suck, you get to pick a trait (fallout2 inspired), giving you some sort or character bonus (Genius=More skillpoints so more skills, Ruthless=Get temporary stat buffs from inflicting damage to foes, etc (6 in total)) I wanted to keep clans that did exist in tact, so there is a restriction to their skill trees, however the bulk of techniques exist as non-clan and passive which are skilltrees that anybody can open up. Passive skills are similar to traits as they increase character features, things like dodge rates, chakra cost, enemy tracking etc. You actually make a Naruto Character.

2. No monotonous training methods:
I dont believe in the Zeta/WOTS style of pressing a button repeatedly to gain level ups, in GOA you gain experience whenever you are in combat, its a fairly steady pace of gain so basically the duration of time you spend actively sparring in a dojo or fighting to the death on a mission the more level ups you'll gain.

3. A point to playing, Missions/Wars:
Missions and Wars give you a reason to make a powerful character, earning a high rank allows you to do higher level missions. Making an epic character will mean you dominate in wars and are a greater asset to your village, low level missions are fun and easy, your objective shows up on your map as a red arrow and the description of your mission is placed in your inventory in the form of a "mission scroll", complete with a png image of your target. What type of missions exist? i know other naruto games have tried this and made it boring. D-rank: simple delivery missions, easy and all it takes is finding an npc, C-rank Escorting and Assassination missions, you find an npc in one location and after talking to them they will follow you to a requested location in which if you do an adequate job of protecting them, you complete your mission. Assassinations are fun too, go out and search for a wanted npc and kill them before you time runs out. B-rank: PVP enabled Escort missions, what this is is similar to the escort missions in C-rank only this time the npc you are escorting is wanted by the other ninja villages, upon agreeing to protect them a B-rank mission will become available to members of enemy villages to Assassinate that same npc, fun PvP chaos ensues! A-rank: Invade a village to kill an npc (the entire village is notified about your intentions, you can bet you'll be forced to infiltrate instead of being noisy, else youll soon find the ENTIRE enemy team jumping on your modest 4 person(max) squad. Also in A-rank is Hunter missions, with no minimap info given you are assigned a player from a different village, you get their picture and name and village and have to find them and kill them, scary.
Missions are actually fun, Wars are incredibly fun too, a big 3 team FFA in a battlefield. Also the squads i touched on, mission money is split and squads "Say" messages are automatically radio'd to squad members out of view.

This post is already getting too long, i might make a follow up one later, When the GOA beta launches in the next few days, don't miss out! GOA focuses on Balance and fun, no GMs, no Rank benefits, none of that crap that spoils the fun for the average player. Theres more to it too, we have a very fun Chuunin Exam and Techniques that are graphically superior to what naruto fans are used to and actually work and are coded completely differently from skill to skill.

Another point i should make, The AI is really well done. The Guards protect you from senseless pking in your own village and npcs in general can use any skill a player can and fight very similar to how a real person fights, using bunshins/kawarimis and great fireballs, shunshin'ing behind you and throwing shuriken at you from a distance.. really high quality.

good job, sounds like my ideal game. hope to play it sometime soon.
Frequency wrote:
good job, sounds like my ideal game. hope to play it sometime soon.

thanks :D, itll be up in less than a week.
Have you implemented anything like the Development of New jutsu? Of course, it probably wouldn't be any fun if it took several years to fully develop one like in the Manga, but allowing players to develop their own jutsu would make the game more open to customization than a skill tree, no matter how large the skill tree might be.

The scale of such a system is fairly large though, and I would think that you would need to revamp the whole skills system just to accomodate standardized Jutsu attributes.
Anthony S. wrote:
Have you implemented anything like the Development of New jutsu? Of course, it probably wouldn't be any fun if it took several years to fully develop one like in the Manga, but allowing players to develop their own jutsu would make the game more open to customization than a skill tree, no matter how large the skill tree might be.

The scale of such a system is fairly large though, and I would think that you would need to revamp the whole skills system just to accomodate standardized Jutsu attributes.

I did a similar system for Gekisen, after running down the make your own skills route, i learned that in order to do it well, you need people to be able to upload their own graphics, and that most people arent original anyway and just want jutsu from the show..
I got sick of Pen0r Beams.
So i went this route, besides with a custom jutsu system itd be difficult to make each jutsu really act and feel different, if you standardize a system to make techniques.. then usually your just making the same code with different icons, ive gone down that route, and im bored of it.. But you know thanks for the suggestions! :D
"2. No monotonous training methods:
I dont believe in the Zeta/WOTS style of pressing a button repeatedly to gain level ups, in GOA you gain experience whenever you are in combat, its a fairly steady pace of gain so basically the duration of time you spend actively sparring in a dojo or fighting to the death on a mission the more level ups you'll gain."

I don't really see how you do not consider this monotonous. Yes there is some variety in that you are fighting using the skills you gain on the way, but in the end it all comes down to taking damage so that you can regain stamina/chakra which makes you gain exp. So technically it is better to not fight back, or fight enough till you are hurt to a certain degree then run away and recover, rinse and repeat. Maybe if you implemented a bonus rate / tick for defeating people / landing hits / using techs that influences how much or how often you gain exp it would add more to it.

Also I would suggest redoing / reworking the star bars that you have. The icon is nice however it looks bad in comparison to whats behind it. Mainly the edging on it needs redone as it looks very choppy. Would not hurt to redo the coloring as well so it looks more like pixel art rather than a photoshop.
wow dan you still have old outdated hud why not update to 4.0 and add a drag and drop o.o? my game has it :-D map hud lags
Quaddw wrote:
"2. No monotonous training methods:
I dont believe in the Zeta/WOTS style of pressing a button repeatedly to gain level ups, in GOA you gain experience whenever you are in combat, its a fairly steady pace of gain so basically the duration of time you spend actively sparring in a dojo or fighting to the death on a mission the more level ups you'll gain."

I don't really see how you do not consider this monotonous. Yes there is some variety in that you are fighting using the skills you gain on the way, but in the end it all comes down to taking damage so that you can regain stamina/chakra which makes you gain exp. So technically it is better to not fight back, or fight enough till you are hurt to a certain degree then run away and recover, rinse and repeat. Maybe if you implemented a bonus rate / tick for defeating people / landing hits / using techs that influences how much or how often you gain exp it would add more to it.

Also I would suggest redoing / reworking the star bars that you have. The icon is nice however it looks bad in comparison to whats behind it. Mainly the edging on it needs redone as it looks very choppy. Would not hurt to redo the coloring as well so it looks more like pixel art rather than a photoshop.

The hell do you mean? If you don't fight back, you get knocked out (losing all of your health, no regain.)

Its better to fight back to survive and also use up chakra, so you can regain both chakra -AND- health.
The concept is good, but I'd like to point out your grass is horribly tiled and not in sync with your trees.
Rugg wrote:
The hell do you mean? If you don't fight back, you get knocked out (losing all of your health, no regain.)

Its better to fight back to survive and also use up chakra, so you can regain both chakra -AND- health.


That said, the system is still flawed. Seeing as Naruto, in general, is a ninja-based Anime, and the ideal of a ninja is to keep silent and finish the job quickly and without notice, difficult foes killed silently and quickly should award the killer far more than a long-termed battle.
If you gained exp for killing, that would be immensly flawed.

Besides, you don't see Naruto kicking logs.
righteous. i love this game to death, *ranks it number one *
Masterdan wrote:
Frequency wrote:
good job, sounds like my ideal game. hope to play it sometime soon.

thanks :D, itll be up in less than a week.

WHY WAS IT DOWN IN THE FIRST PLACE!
Because its not released.
Rugg wrote:
If you gained exp for killing, that would be immensly flawed.

Correct- and to expend upon your post: you shouldn't be awarded experience points for killing, but rather the time and influence of the action you executed.

If you want to calculate that, I believe you could hand over a set experience amount set for every experience-granting action executed, magnified(or minified) by the time it took to complete the action, with a set amount handling the 100% experience point.

I found e/(t/s) (where e is the experience handed, t is the time it took to complete the action, and s is the time that should take to complete the action for 100% percent experience) to be an effective formula. If you consider my idea, you should as well consider that formula.

DivineO'peanut wrote:
Rugg wrote:
If you gained exp for killing, that would be immensly flawed.

Correct- and to expend upon your post: you shouldn't be awarded experience points for killing, but rather the time and influence of the action you executed.

If you want to calculate that, I believe you could hand over a set experience amount set for every experience-granting action executed, magnified(or minified) by the time it took to complete the action, with a set amount handling the 100% experience point.

I found e/(t/s) (where e is the experience handed, t is the time it took to complete the action, and s is the time that should take to complete the action for 100% percent experience) to be an effective formula. If you consider my idea, you should as well consider that formula.


To reiterate, the rate in which you gain experience is constant. You merely gain level ups from being in an active scenario, if your fighting even sparesly youll be gaining level ups as fast as possible, there is no grinding or stratagy to it. I wanted to keep it simple, the most annoying thing about WOTS and such is that you need to find out the most efficient training stratagy, i wanted GOA to not be like that, you basically just get stronger as you get more experienced with the game mechanics. Also grinding level ups by sitting in a corner using the same jutsu wont be tolerating, before beta im implementing a system of penalties, where your speed of leveling up is reduced by a fraction if you've been anything from antisocial, havnt used a variety of fighting techniques, or havnt moved for a long time. This will make EZ macroing a thing of the past.

And about the guy who dissed my grass, meh, i think its pretty good. I drew it myself but ill probably get 2Shea to do some basic stuff later, i think it looks pretty darn good though.
Understood. But I meant "exp" as a more general reward, whichever it is. Wouldn't you award players that act realistically according to the anime? I believe that, atleast the slightest reward is due if you complete a task quickly, silently and without being caught, as it is only natural to the anime(I didn't follow the series after episode 20, but last time I checked, it was still about ninjas. :P).
About the grass- It is bad because it is tiled, meaning I can tell where the grass square ends and where it begins.
DivineO'peanut wrote:
Understood. But I meant "exp" as a more general reward, whichever it is. Wouldn't you award players that act realistically according to the anime? I believe that, atleast the slightest reward is due if you complete a task quickly, silently and without being caught, as it is only natural to the anime(I didn't follow the series after episode 20, but last time I checked, it was still about ninjas. :P).

Unfortunately it stopped being about ninjas after the zabuza arc. however I have tried my damndest to keep things like that. (watch the Sasuke VS Naruto battle, rediculous. Transformations and epic attack clashes, not my cup of tea.)
"EZ macroing" may be a thing of the past, but this brings in the new generation of bot users, which GOA won't have any defense against.

As far as being anti-social, I'm not always talking on the game, because a lot of the time there isn't worthwhile discussion.
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