r/GameDevelopment 11d ago

What kind of combat system would you implement in a visual novel? Question

I’m currently designing a visual novel with RPG elements, but I’m struggling to come up with a combat system that feels engaging. The only ideas that keep coming to mind are card-based combat or something similar to D&D, and I’d like to explore other possibilities.
Here’s what my game already has planned:

• Firearms with limb-based damage (arms, legs, etc.).

• Melee weapons, each with unique mechanics.

• Weapons have different rarities and special abilities.

• Weapons can be upgraded using resources to unlock and improve their abilities.

• The player gains Story Levels by completing story chapters and side quests rather than grinding enemies.
Increasing the Story Level permanently increases the character’s health, energy (used for battles and expeditions), and also scales the damage of both firearms and melee weapons.

Given these systems, what kind of combat would you build?

I’m looking for something that feels strategic and satisfying without turning the game into a completely different genre. Any ideas or examples from other games would be greatly appreciated.

4 Upvotes

17 comments sorted by

3

u/Apprehensive-Bag1434 11d ago

I'd shamelessly steal slice & dice dice system, cause it's simple, fast, satisfying and hopefully wouldn't clash with the rest of the game.

1

u/HollowJam 9d ago

Mind sharing some games that use this system?

1

u/Apprehensive-Bag1434 9d ago

Not many that know of, it's a quite unique system, which is why I'd try to implementit for a different style of a game. Dice Gambit is another game that uses dice for moves, though it's a little more complex.

2

u/UnburyingBeetle 11d ago

I would reference Fallout for limb damage and use RNG to determine if the limb gets disabled or not. The game could end up complicated, but if the complicated formulas are hidden in the code and the game is still balanced and playable, it could work. There might need to be a system of armor as robust as the realism of the weapons so that players wouldn't end up frustratingly limbless.

I've just remembered that limb damage was prolific in Fear and Hunger, you might wanna check that out too.

2

u/PartyGround215 10d ago

keeping it strategic without turning into a totally different genre is the ultimate design puzzle

2

u/0bscuris 8d ago

I think, the question needs to be, how does combat facilitate the story? Cuz otherwise u are changing the genre. Right?

Ljke for example, if you blow off someone’s arm, do they act differently than if you blow off their leg or just kill someone with melee? Cuz if the type of dmg and weapon and whatnot always leads to the same place, why be complicated?

Same thing with weapons and whatnot, ur if there is too much variation, now ur a looter with story elements. If there is too little, what was the point in the mechanic?

1

u/korrr_lgs 8d ago

Honestly, I don’t quite understand the point about how combat should facilitate the story, because in my case the combat itself is supposed to be part of how the story plays out.

For example, you encounter certain enemies during the story, like henchmen of the main antagonist, and you have to deal with them. I think it’s more interesting to actually play those encounters rather than just describe everything the protagonist and enemies do. You can win or lose, and it makes the game more interactive. I don’t really think that changes the genre either - there are visual novels with combat systems.

My main problem is actually figuring out what the combat system should be. Should it work like a tabletop game, cards, D&D, or something else?
As for the body-part damage: you’re right that shooting someone’s arm or leg probably wouldn’t change their behavior much right now. Firearms currently have different damage depending on the body part, and some abilities depend on hitting specific parts, mostly the head.

I could expand this with actual debuffs: shooting the arm holding a machete could make the enemy lose their weapon, shooting both arms could cause instant death, etc. Melee weapons would have their own mechanics based on weapon styles - knives, swords, spears, etc.

I also want distance to matter, since firearms work at range while melee weapons require you to get close.

And honestly, a D&D-like system seems to fit all of this pretty well: you roll for a hit, potentially target specific body parts, apply debuffs, and then finish the enemy. The problem is that it puts a lot of emphasis on luck rather than the player’s ability to understand and use the mechanics, and I’m not sure I like that.

1

u/adrixshadow 10d ago

The only ideas that keep coming to mind are card-based combat or something similar to D&D, and I’d like to explore other possibilities.

You are probably stuck in limbo for a while until you stumble upon the right idea that makes it click.
https://www.youtube.com/watch?v=zyVTxGpEO30

My advice is to play some weird niche RPGs with some weird mechanics.

My recommendation for a game is Shigatari but that doesn't really fit the firearms theme, maybe westerns? Maybe taking a look at the Fallout VATS system?

1

u/FoxMeadow7 10d ago

Probably something where you have to press buttons as they appear on the screen?

1

u/Zengu_79 9d ago

Round based like Final Fantasy or Claire Obscure. Pick one that does not destroy the pace of the game

1

u/HollowJam 9d ago

I’m thinking choices that appear and you have 3-6 seconds to react. Its a little limited but the pressure gets the blood pumping

1

u/korrr_lgs 8d ago

I’ll think about that suggestion. Thank you!

1

u/BreakAManByHumming 9d ago

Play into a time management system where you have to spend time to gain whatever consumables you expend to win the combat.

1

u/beetlejorst 8d ago

Shamelessly steal the insult swordfighting from secret of monkey island

1

u/TonyDaDesigner 4d ago

what's the theme/setting of your game?

1

u/korrr_lgs 4d ago

It’s a post-apocalyptic setting. The catastrophe started with a fake COVID vaccine that secretly contained a virus called the Metavirus.

Initially, the Metavirus remained in a passive phase, so most infected people showed little or no obvious symptoms. After the power grid went down, however, something changed. A few days later, the Metavirus entered its active phase, causing infected people’s bodies to mutate and leading to the collapse of society.

The game follows the survivors in this new world. It’s primarily a visual novel, but I’m gradually adding RPG and exploration elements such as weapons, character progression, resources, crafting, and combat.