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Character Development
Noel_Kreiss- 08/15/2012 08:19 PM
Currently, I'm having some kind of "trouble": I don't know how would I like to make characters to grow in power. I'll present you with some possibilities.
Governing Stats
Levels
The most popular method of raising stats: you fight with enemies who drop Experience Points (EXP) and after accumulating enough number of EXP, a character gains a level and all his stats raise. Being the most popular, it's pretty "unoriginal".
Consumable Items
Perhaps a bit rarer method of governing stat growth is by using items found as loot from enemies, from sidequests, or obtained from chests is to use and spend an item that governs a stat and raises it.
Sphere Grid/Licence Board Mix
I could also go through the trouble of eventing quite large map on which there would be various slots on which the player would spend points earned from killing enemies. That is possibly on of the rarest views in RPG Maker games.
Governing Abilities
Levels
This would require using the "Governing Stats-Levels" method to be used simultaneously: after reaching a certain level one or more abilities would be learned. Once again, being the most popular method, it's pretty "unoriginal".
Consumable Items
Would go well with "Governing Stats-Consumable Items" methods where governing learning abilities would be by using items found as loot from enemies, from sidequests, or obtained from chests and spending the item that teaches a certain abilit to teach that ability.
Sphere Grid/Licence Board Mix
Once again, I could also go through the trouble of eventing quite large map on which there would be various slots on which the player would spend points earned from killing enemies. That is possibly on of the rarest views in RPG Maker games.
Equipment Learning
Learning ability from an equipment piece; could only be used after mastering it, similarly to Final Fantasy X-2 ("usable after mastering" piece).
Equipping Auto-Abilities
I also consider equipping auto-abilities similarly to Final Fantasy IX: you have certain amount of Capacity Points and the player needs to assign auto-abilities according to available CPs and additionally to skill slots of which limit could be increased.
So please, state what you want to see.
Governing Stats
Levels
The most popular method of raising stats: you fight with enemies who drop Experience Points (EXP) and after accumulating enough number of EXP, a character gains a level and all his stats raise. Being the most popular, it's pretty "unoriginal".
Consumable Items
Perhaps a bit rarer method of governing stat growth is by using items found as loot from enemies, from sidequests, or obtained from chests is to use and spend an item that governs a stat and raises it.
Sphere Grid/Licence Board Mix
I could also go through the trouble of eventing quite large map on which there would be various slots on which the player would spend points earned from killing enemies. That is possibly on of the rarest views in RPG Maker games.
Governing Abilities
Levels
This would require using the "Governing Stats-Levels" method to be used simultaneously: after reaching a certain level one or more abilities would be learned. Once again, being the most popular method, it's pretty "unoriginal".
Consumable Items
Would go well with "Governing Stats-Consumable Items" methods where governing learning abilities would be by using items found as loot from enemies, from sidequests, or obtained from chests and spending the item that teaches a certain abilit to teach that ability.
Sphere Grid/Licence Board Mix
Once again, I could also go through the trouble of eventing quite large map on which there would be various slots on which the player would spend points earned from killing enemies. That is possibly on of the rarest views in RPG Maker games.
Equipment Learning
Learning ability from an equipment piece; could only be used after mastering it, similarly to Final Fantasy X-2 ("usable after mastering" piece).
Equipping Auto-Abilities
I also consider equipping auto-abilities similarly to Final Fantasy IX: you have certain amount of Capacity Points and the player needs to assign auto-abilities according to available CPs and additionally to skill slots of which limit could be increased.
So please, state what you want to see.
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Anything that YOU have fun making :)
To add to that, make sure it isn't too hard to balance. I have this problem with my game and a lot of others. If you expect the player to put certain stats in certain characters, you might screw over some players.
That's never good.
To add to that, make sure it isn't too hard to balance. I have this problem with my game and a lot of others. If you expect the player to put certain stats in certain characters, you might screw over some players.
That's never good.
You've got a point there, Clereain, but well...characters will have their exlusive Techniques which more or less tell which characters should be focused on while developing them. I kinda want to make characters fell like "death machines" from Final Fantasy X. And well, I need to rebalance damage formula and I need them to "co-operate". Also, characters' stats won't be "regular" (e.g.: not everyone will start with let's say 100 HP, 20, MP, and such), but al least their initial stats will help the player to concetrate on stats which should be developed.
It would be particularly effective if you could manage to integrate the growth mechanism with the game's story.
For example, let's say you're making a game about a tower. The main character has dreams about the tower. If you can ascend a single floor in the dream tower, the main character becomes stronger in the real world.
For example, let's say you're making a game about a tower. The main character has dreams about the tower. If you can ascend a single floor in the dream tower, the main character becomes stronger in the real world.
@Rareware: I also consider the Sphere Grid-type system, even though it's time-consuming, and can be a bit laggy, even with usage of ani-lag scripts, but to tell the truth I haven't really tried to make super-evented maps, soI might be wrong with my thinking.
@Zachary_Braun: I don't really get what you mean, and besides...My game is nothing of sort what you describe. Or maybe I do understand? You mean something like Final Fantasy XIII did? Limit the players? Yeah, I could do that, but then again the Crystarium Tiering system was heavily attacked as "limitting".
@Zachary_Braun: I don't really get what you mean, and besides...My game is nothing of sort what you describe. Or maybe I do understand? You mean something like Final Fantasy XIII did? Limit the players? Yeah, I could do that, but then again the Crystarium Tiering system was heavily attacked as "limitting".
author=Noel_Kreiss
@Rareware: I also consider the Sphere Grid-type system, even though it's time-consuming, and can be a bit laggy, even with usage of ani-lag scripts, but to tell the truth I haven't really tried to make super-evented maps, soI might be wrong with my thinking.
@Zachary_Braun: I don't really get what you mean, and besides...My game is nothing of sort what you describe. Or maybe I do understand? You mean something like Final Fantasy XIII did? Limit the players? Yeah, I could do that, but then again the Crystarium Tiering system was heavily attacked as "limitting".
Lag?
I only get that when a particular game map has a large file size, and there are many sprites on that map moving.
It probably wont lag.
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