ID:1446490
 
I was restarting Epic Shinobi, (for reasons why, see this post).

I was thinking about how I wanted to do illusion skills. The game is inspired by Naruto, naturally, and I wanted to include genjutu in a way that wasn't retarded. So I came up with this.

A lot of naruto games and ninja games seem to do illusion like this. Status effect (stun, slow, etc.) and/or damage. I'm not terribly fond of this because it's practically regular destructive skills, just with added effect. In some old naruto rips, they'd show a screen with orange clouds for their genjutsu skill, leaving you stunned, taking damage, and then you die. This is also wrong, because it doesn't seem very fun for the victim. I know you're thinking, "Why should the victim have fun for getting attacked?" I feel like the game should still be exciting even if you're losing. And with genjutsu being skills of illusion, you're really gimping yourself on creative license! So I propose this (as I will be implementing) as an alternative to the norm.

My first idea was to have your screen change in a way that made you think things were trippy. Maybe have a banana dance across the screen. But that'd be a tipoff, and the person would know they're in an illusion and just break it. I thought this was boring, so I go to this.

When struck by an illusory skill, you control a copy of your mob in a separate instance. Suppose someone cast an illusion that made you feel like you were being bitten by sharks. Send the victim to a water stage where sharks are attacking them and they can try to fight off the sharks while the effect wears off. Maybe by killing enough sharks, they can cancel the effect early. The point is, use illusory skills to create an actual illusion.
What about you change the client.eye of the player to a place like the tsukiyou where it shows you being stabbed over and over again while your real body can't move and can be attacked by other players.
In response to Royal Cookie
Royal Cookie wrote:
What about you change the client.eye of the player to a place like the tsukiyou where it shows you being stabbed over and over again while your real body can't move and can be attacked by other players.

@Royal Cookie, I think you're missing the point. While slightly better than the examples of non creative genjutsu, it's still "gimping on yourself on creative license".
I really like where your idea of illusion skills is going. You could also do a cool illusion skill that makes all mobs look like the caster so they can't differentiate between friend and foe. Eh?
In response to Raruno
Raruno wrote:
I really like where your idea of illusion skills is going. You could also do a cool illusion skill that makes all mobs look like the caster so they can't differentiate between friend and foe. Eh?

You may or may not have earned yourself a skill named after you in my game.
A move where you put a corpse that looks like you on the ground and makes your icon invisble for about 5 seconds to make your attack and make a animation where it dematerializes the corpse away.
In response to Lugia319
Lugia319 wrote:
Raruno wrote:
I really like where your idea of illusion skills is going. You could also do a cool illusion skill that makes all mobs look like the caster so they can't differentiate between friend and foe. Eh?

You may or may not have earned yourself a skill named after you in my game.

Haha, glad I could help. That'd be pretty epic too
A skill that spawns a bunch of illusions of yourself that join you in orbiting around the victim until it's cancelled or broken by the victim. While orbiting, you can throw kunai at the victim, and your illusions will randomly toss knives that do no damage but light up any damage indicators you have. The victim has to find out which one is real and hit you to stop the illusion, and upon doing so you're stunned for some period of time during which they can retaliate or attempt to escape.

Higher illusion skill could add more clones, make you orbit faster, or allow you to take more hits before the skill is broken. The victim's illusion skill or perception or whatever you have that opposes illusions would reduce the number of clones/speed/hits, even to the point that you just end up standing there like a moron because they completely saw through the illusion and get a free whack at you.

There are the other obvious ones, mess with their controls, hallucinations, blindness, if you have homing attacks make targeting an enemy target a random ally/themself. The fun with illusion magic is that there's so much you can do with beyond just dealing damage. It's the crowd control, debuffs, and even some buffs of the magic world. Trick your allies into thinking they have an advantage and you can subtly push them into a more aggressive role, or turn the enemy into a nigh undefeatable beast to make them retreat if you don't want to engage and you aren't sure about their intentions. Show random numbers for the enemies health/chakra or make your allies appear to be massive noobs to bait an enemy into engaging.

Illusions don't have to be aggressive, there's so much utility stuff that you can do with it. The main thing is making it a massive pain in the butt for the victims. Force players to consider illusions as a threat and prepare to come up against it, or it will just be ignored as a silly roleplay device.
Here are a few skill effect options that may, or may not have been covered already.

1: Cause an opponents health, or other similar statistics to be displayed as lower than they actually are, effectively making them view the tide of battle wrong.

2: Restrict the targets movement due to seemingly nothing, or due to a trap/enemy that isn't truly there. (Whatever you do, you'll want some minor tip off so they don't think it's a bug or lag)

3: Fool the target by creating an illusion of the skill user in a concealed, off screen, or similar such location; then make it so all attacks etc miss the user and will not work until the illusion is dispelled or the target finds and attacks the illusion.

4: Attach a false duplicate of the skill user to them, make its location actually be 1 'tile' away from the true user, then make the skill user invisible; thus causing the target to always be interacting with the wrong 'copy' of the user. This could be tricky, as attacking and such might reveal it. You could fix this by hiding damage indication, etc to make it seem like the skill user is missing too when they're not.

5: Make it seem as tough the skill user is always missing, failing to cause damage, etc when in reality they may be succeeding.