RPG Random Battles: Evolved.
On seeing the theme, I wont lie, I was a bit scared. It was one I think like many that I just wasn’t prepared for. I didn’t want to do something too obvious so I spent a little time thinking about it and took a shower at 2am.
After bouncing a few tired idea’s off a friend I had my concept. The ever loved RPG Random battles, but on a timer, this let me meet the theme and add some chaos to the gameplay.
Simply all you need to do is cross a map and reach a town (which counts as a safe zone). The difficulty lies with the fact that every 10 seconds (even whilst in combat the timer is going down to the next spawn) you have to fight an encounter, which plan to be randomly assigned stats based on the players current level.
These battles can stack, and multiple enemies may join the fray if you don’t dispatch them quickly so this was a focus point for every system in the game. Speed! The entire game is designed to be fast.
The menu system is quick to navigate with either a control pad or a keyboard (using the buttons on a pad or Up/Down/Left/Right arrows on the keyboard) and as such all menu’s will have a maximum of 4 options. The level up and stat system are built into this.
R1 -> Triangle will bring you straight to the stats menu. Spamming triangle will spend your allocated points in “Attack” whilst Cross will increase your Magic power. There are a two other stats but you get the idea.
Hitting L1 will close the menu so you can move again, everything was about speed and being able to just shutdown the menu’s is pretty important with that in mind. There is a speed stat for the player which increases their movement speed, those looking to avoid battles can pump this to turn into a bolt of lightning. Just be careful you don’t overshoot town though because their is no forgiveness. Even if I made the choice to allow for it I don’t think I’ll have time to give people that option and right now the choice is yours, everything has a downside.
The combat system Had to follow the same idea of speed. I did get a little inspiration from the “10 Second Barrier” which led me on to Track & Field. Every frame is open to launch an attack or spell (that hit instantly). The enemies have large hit points to accommodate this choice and gives the battles an endurance edge. Will you tire out before you make it to the town or will you be overwhelmed?
Death (HP to 0) and being overwhelmed (more than 10 monsters in combat at once) are the current fail states. I’ve not hit overwhelm myself yet but that could just be years of Track & Field or a balance requirement. Perhaps it’ll be something that may happen later (perhaps a little boss is in order!)
Little screenshot showing damage counters coming from the enemy in combat.

Early piece of combat showing damage counters on the enemy
This is my first GameJam and I’m really feeling it after running on 3 hours sleep but I want to finish the code today so I can focus on sound and some form of visuals tomorrow before submission.
Thanks for reading!
Scott.






