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Confrontation: Encounters and You
Melkino- 09/01/2012 06:46 PM
To those who found the respawning touch encounters tedious and/or annoying, you might like this update! After reading the reviews, I wanted to do something more with my touch encounters.
So I put together a simple counter. Its graphics are finished, and it looks like this (upper right):
And have a sneak peek at the second dungeon, because why not?
That meter up there appears when you enter a dungeon, and counts down when you kill enemies. Each time you defeat an enemy troop, the meter decreases by one unit. Enemy troops stay dead until the meter empties. And it won't reappear when you exit the map, either*! After 10 victories, all the enemy troops in the dungeon respawn and the meter refills. The idea I had in mind for all this is that you get the chance to grab loot and press switches without being harassed by the same few encounters in a small space. Also, you get to pick and choose which enemies you want to kill for faster dungeon crawling.
Some other events can affect the meter as well:
1) If a dungeon has a bed in it that lets you heal for free and you use it, it'll reset the meter as well as respawn all the encounters. But if you don't like that, simply use theProduct Placement Snack "Fruitella" item which will heal the party and leave the meter alone. :D
*2) Exiting a dungeon will turn off the counter and respawn the enemies.
3) Special enemy troops, represented by a differently-colored sprite, will not respawn.
This thing is mainly evented, with some script calls here and there. It can be tedious at times, but I hope it'll be worth it once you get to play the next release of the game! The current demo will not be updated to include this system.
So I put together a simple counter. Its graphics are finished, and it looks like this (upper right):

And have a sneak peek at the second dungeon, because why not?
That meter up there appears when you enter a dungeon, and counts down when you kill enemies. Each time you defeat an enemy troop, the meter decreases by one unit. Enemy troops stay dead until the meter empties. And it won't reappear when you exit the map, either*! After 10 victories, all the enemy troops in the dungeon respawn and the meter refills. The idea I had in mind for all this is that you get the chance to grab loot and press switches without being harassed by the same few encounters in a small space. Also, you get to pick and choose which enemies you want to kill for faster dungeon crawling.
Some other events can affect the meter as well:
1) If a dungeon has a bed in it that lets you heal for free and you use it, it'll reset the meter as well as respawn all the encounters. But if you don't like that, simply use the
*2) Exiting a dungeon will turn off the counter and respawn the enemies.
3) Special enemy troops, represented by a differently-colored sprite, will not respawn.
This thing is mainly evented, with some script calls here and there. It can be tedious at times, but I hope it'll be worth it once you get to play the next release of the game! The current demo will not be updated to include this system.
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Seems like a decent idea. That's what bothers me most about encounters, is when they get in the way of a dungeon's mechanics. The ol' DQ/oldschool FF "CAN YOU SURVIVE TO GET TREASURE!???!?" focus is one thing, but when you have puzzles and actual dungeon interaction then you start to mix two genres (RPG and adventure, imo) together and it gets FRUSTRATING.
honestly a lot of rpgs would be better if you played a string of six battles and then got to solve a dungeon, fight a boss, explore a town and repeat over and over until the cutscenes ran out (I AM LOOKING AT YOU, FINAL FANTASY XIII-2, YOU AND YOUR ACADEMIA 400AF DUNGEON WITH NEVER-ENDING C'IETH knsdfksndklfnsadklfnlsg)
honestly a lot of rpgs would be better if you played a string of six battles and then got to solve a dungeon, fight a boss, explore a town and repeat over and over until the cutscenes ran out (I AM LOOKING AT YOU, FINAL FANTASY XIII-2, YOU AND YOUR ACADEMIA 400AF DUNGEON WITH NEVER-ENDING C'IETH knsdfksndklfnsadklfnlsg)
Thanks, guys! :)
Genre mixing? FF13-2? Oh man, it sounds like you're going to love the
author=Craze
Seems like a decent idea. That's what bothers me most about encounters, is when they get in the way of a dungeon's mechanics. The ol' DQ/oldschool FF "CAN YOU SURVIVE TO GET TREASURE!???!?" focus is one thing, but when you have puzzles and actual dungeon interaction then you start to mix two genres (RPG and adventure, imo) together and it gets FRUSTRATING.
honestly a lot of rpgs would be better if you played a string of six battles and then got to solve a dungeon, fight a boss, explore a town and repeat over and over until the cutscenes ran out (I AM LOOKING AT YOU, FINAL FANTASY XIII-2, YOU AND YOUR ACADEMIA 400AF DUNGEON WITH NEVER-ENDING C'IETH knsdfksndklfnsadklfnlsg)
Genre mixing? FF13-2? Oh man, it sounds like you're going to love the
last dungeon of spinning tetris blocks, which is the game's attempt at platforming+rpg encounters!
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