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Ace Attourney style Court Battles

David FoxFire

Adventurer
Xy$
0.00
In this came I'm making, I've descovered that there are some scenes that play out similar to an Ace Attourney Court Battle, a la Phoenix Wright. It's not the biggest part of it, that part's investigating crime scenes and piecing together clues. That I can dream up and work into the game.

My question is: Has anyone else thought of something like that for an RPG Maker game (even during a previous incarnation, and if so, how did they implement it?
 

Zebestian

The Artist formerly known as Kaimen
Resource Team
Yes, yes and yes. I've thought about making a game to the Phoenix Wright games. However, not in the sense of the court action but more in the sense of an adventure. Think the "Investigations" spin-offs. I believe it is possible to have rebuttals or cross-examinations just with eventing but it would be very rudimentary and full of conditional branches and all that. I played around with that a little and having complex system like in the Phoenix Wright games would require scripts. That's only from my experience though. I'm not the best at RM and its mechanics. Advanced users might get something like that working. :D
 

David FoxFire

Adventurer
Xy$
0.00
Good to hear that. I want to focus on the clue finding and deduction part more than the 'court battles' where you get all the "Hold it!"s and "Objections!" (Although I see the main character in my game, Grand Inqusitor Florence, has a whip like form with her "Objection!" pose that would make Phoenix Wright cower behind the defendant's desk.) but the scenes where she interrigates or questions someone would resemble a court battle. Especially when the 'court battles' are done improntu, on the street, sometimes with the local law enforcement as the "Rookie Breakers"
 

Zebestian

The Artist formerly known as Kaimen
Resource Team
Yeah, if you want to do that, then the style of the "Investigation" spin-offs is not too far from that. What I really like about them is the "Logic" system, i.e. that system that let's you connect clues to do the deductions. I think that would be possible to implement. And yes, the "rebuttals" from the "Investigation" games would be that impromptu interrogating. I don't know if you've played one of the "Investigation" games but if you haven't, you should have a look at them. The style is totally doable with RM. :)

Oh, and if you need someone to yell in some voice clips, I'm your guy... XD
 

David FoxFire

Adventurer
Xy$
0.00
Yeah, if you want to do that, then the style of the "Investigation" spin-offs is not too far from that. What I really like about them is the "Logic" system, i.e. that system that let's you connect clues to do the deductions. I think that would be possible to implement. And yes, the "rebuttals" from the "Investigation" games would be that impromptu interrogating. I don't know if you've played one of the "Investigation" games but if you haven't, you should have a look at them. The style is totally doable with RM. :)

Oh, and if you need someone to yell in some voice clips, I'm your guy... XD

Well, it might need to be a female voice yelling into those voice clips. The player character's a Lady. Once I get a forum ready to help brainstorm cases and manage the script, we can discuss how we'll deal with the Investigation system.
 
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Macro

Pantologist
Xy$
0.00
Personally I never had this idea. I'm not that kind of writer, and definitely not one that could think that far ahead into a story. Probably would have to have it all figured it early on, huh?

Just a thought, you are going to have to be careful about giving teasers. I'm sure you know that already though. :D Wouldn't want to spoil the fun!
 

cav_dan

Towns Guard
I like the idea of the Phoenix Wright games. I think organizing the data itself (the talk text and the evidence you have) is the most problematic in case of events.

However, maybe a cleaner solution would be something like L.A. Noire. The NPC says his thing, and you can press him for more info after his talk. That's a bit less cumbersome for eventing logic, and you can use some kind of mood counter so the NPC may not want to talk at all to the player after too much pressing.
 

David FoxFire

Adventurer
Xy$
0.00
I agreed with you when I started compiling these threads into one that the data organization is going to be the biggest problem with me, and might require me to get some help with coding some parts. I got an idea of using cards (like playing cards) to represent each clue and they can be played accordingly.

Such as during the conversations, after the initial talk, the player can then page back and forth throughout the conversation, and then select a card when they need to press on something, and you have a limited amount of presses.
 

Zebestian

The Artist formerly known as Kaimen
Resource Team
I got an idea of using cards (like playing cards) to represent each clue and they can be played accordingly.

Such as during the conversations, after the initial talk, the player can then page back and forth throughout the conversation, and then select a card when they need to press on something, and you have a limited amount of presses.
Dude, that sounds amazing. Mix a card game into the whole Phoenix Wright story. Well, maybe not a card game in the traditional sense but I can see people countering with their own cards - like other bits of information they were hiding that have to be countered again by you and... kinda like the psyche-locks in PW. :D
 
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