Difference between revisions of "Battle System Differences VisuStella MZ"

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(Difference Chart)
(In-Depth Explanations)
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== In-Depth Explanations ==
 
== In-Depth Explanations ==
  
The following sections will have in-depth explanations for each of the battle systems.
+
The following sections will have in-depth explanations for each of the battle systems. Each section will cover the following:
 +
 
 +
'''Structure and Playstyle:'''
 +
 
 +
This section will talk about the turn-based structure or tick-based structure of the battle system and why that matters to the mechanical structure of how the battle system functions.
 +
 
 +
I will also talk about the playstyle that typically comes with the said battle system. Although this part is not to be set in stone, it will give an idea on what kinds of possible mechanics can be utilized to give you, the game dev, a better understanding of the battle system's potential.
 +
 
 +
-
 +
 
 +
'''Actions:'''
 +
 
 +
This section will cover a few things, action processing, how multi-actions are handled (known in RPG Maker MZ as Action Times), and how action speed is handled.
 +
 
 +
-
 +
 
 +
'''Turns:'''
 +
 
 +
Discussion of how turns work with this battle system, things to keep in mind of, and what techniques are there to utilize to make sure the gameplay experience is as good as it can be.
 +
 
 +
-
 +
 
 +
'''Visual Data:'''
 +
 
 +
This section will talk about the visual data options that come with the battle system, why they're important, and how they can impact the player.
 +
 
 +
-
 +
 
 +
'''Mechanics and Gimmicks:'''
 +
 
 +
If there are any mechanics and/or gimmicks that come with this battle system, explain them here.
 +
 
 +
-
  
 
== End of Article ==
 
== End of Article ==
  
 
|}
 
|}

Revision as of 14:53, 12 November 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.


Introduction

Some of you may have been wondering about which battle system to use for your RPG Maker MZ game. After all, if you're going to design your game's battle system, you'll want to pick the right foundation for it from the start or else the problems will compound upon one another as the game project develops further. This article will highlight the key aspects to take into consideration when picking the battle system suited for your game.

Yanfly.png This is an article written by Yanfly.

Difference Chart

Since this is probably what many of you are looking for, I'll go ahead and include it towards the top of this article so that there's less need to search around.


Battle System Comparison Chart
Category DTB TPB ATB CTB STB
Stands For Default Turn Battle Time Progress Battle Active Turn Battle Charge Turn Battle Standard Turn Battle

General Data
Category DTB TPB ATB CTB STB
Structure Turn-based Tick-biased Tick-biased Tick-biased Turn-based
Playstyle Proactive Reactive Reactive Reactive Reactive
Base DTB TPB TPB TPB DTB
Origin RMMZ RMMZ Plugin Plugin Plugin

Actions & Turn Order Handling
Category DTB TPB ATB CTB STB
Immediate Action -
Delayed Action -
Multi-Action Queue -
Positive Action Speed -
Negative Action Speed
Action Speed Carryover - -
Turn Lapping - -
Time Gauge - - -
Battle-Wide Turn Order - -

Mechanics and Gimmicks
Category DTB TPB ATB CTB STB
Exploit System - - - -
Instant Action - - - -
Interruption - - - -
Speed Manipulation - - -
Turn Order Manipulation - - - -

End of Chart
Category DTB TPB ATB CTB STB
- - - - - -

NOTE*: The battle systems in the chart above do not show which battle systems are "better" than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.

In-Depth Explanations

The following sections will have in-depth explanations for each of the battle systems. Each section will cover the following:

Structure and Playstyle:

This section will talk about the turn-based structure or tick-based structure of the battle system and why that matters to the mechanical structure of how the battle system functions.

I will also talk about the playstyle that typically comes with the said battle system. Although this part is not to be set in stone, it will give an idea on what kinds of possible mechanics can be utilized to give you, the game dev, a better understanding of the battle system's potential.

-

Actions:

This section will cover a few things, action processing, how multi-actions are handled (known in RPG Maker MZ as Action Times), and how action speed is handled.

-

Turns:

Discussion of how turns work with this battle system, things to keep in mind of, and what techniques are there to utilize to make sure the gameplay experience is as good as it can be.

-

Visual Data:

This section will talk about the visual data options that come with the battle system, why they're important, and how they can impact the player.

-

Mechanics and Gimmicks:

If there are any mechanics and/or gimmicks that come with this battle system, explain them here.

-

End of Article