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Minor Changes (Weapon Properties and Enemy Types)

  • Ephiam
  • 04/20/2015 04:03 PM
  • 1212 views
After watching Yellow Magic's LP of Dragon Fantasy REMADE, I've decided to go ahead and change some aspects of the gameplay to make things flow a little better, as well as weed out unnecessary design choices that made things needlessly complicated.

There are five types of weapons in the game, and each had their own damage modifier so that no mater what, Books would always deal less damage than Swords even if the weapons were equal in Attack Power. The available types are:

Swords
Daggers
Scythes
Axes
Books


Swords are fairly generic, whereas Daggers allow the equipped character to attack an enemy twice. Scythes target the entire enemy party, books boost Intelligence/Magic and sometimes deal extra damage to magical enemies, and Axes have the highest Attack Power but the lowest accuracy (and they decrease your Agility).

In the past, each type had their own damage modifier/attribute, but now they've all been categorized into the "Physical" attribute category. Why? Because enemies, along with their regular defense in the form of their Defense stat, oftentimes would resist/be weak to a particular type of weapon, and I've seen that said decision could easily throw a player for a loop. There's already another (similar) weakness system in place, so that one was a little unnecessary.

The system in place that allows player to more easily dispatch a certain kind of enemy comes in the form of monster types. There's 8 categories that a monster can call in to, and they are:

Animal
Demon
Zombie
Humanoid
Plant
Magical
Flying
Armored


In a weapon's description, if said weapon is effective against a particular type of enemy, it will be denoted by having that type in brackets in the description. Example: (Plant) would let the player know that the weapon is effective against plat-type enemies, and (Demon)(Humanoid) would mean it's effective against both Demon and Humanoid enemies, etc.

Unlike before, I'm making it so that each weapon type is now inherently effective against a particular enemy type.

Swords will now always be effective against (Animal) types.
Daggers will now always be effective against (Humanoid) types.
Scythes will now always be effective against (Plant) types.
Axes will now always be effective against (Armored) types.
Books will now always be effective against (Magical) types.

This not only adds incentive to better utilize the variety of weapons available, but also allows the player to cope with the decently sized list of types that enemies can be categorized into.

Posts

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Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Thanks for taking my LP into account! Really glad it's helping you make changes like these, which I'm sure would be really welcome.

I was going to ask this in Twitter but since I'm already here - how long do you think it's going to take for you to make these changes? I'm asking because unfortunately this week is a busy one so I won't be able to make any more LP's till the weekend, so going forward it's probably for the best if I play an updated version of the game.
It will definitely take a few days due to having to re-balance and adjust everything around these changes, but it shouldn't take TOO long. If I released it as-is, just touching up a few random things here and there, I can definitely see the party being WAY too overpowered. Then again, if I even get one decently productive night/evening, I could probably finish it =P
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