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Stream of consciousness - Of finishing, and concerns of communication

  • Marrend
  • 08/05/2015 01:13 PM
  • 1102 views
Just one more story-mission to write out before I go over them all one more time, and make edits where/if necessary. I still want to replace graphics, but, I'm figuring this is getting pretty close to being done!

Though, I still worry about communicating combat interactions. I've seen a number of comments about how battles are too hard, but, no specific information as to how players get overwhelmed. Part of that is my own fault for not asking for specifics, so, derp-fail on me. I did, however ask a player via PM about it, and the issue there was about getting blown up by missiles. Which is actually really useful information for me. See, enemies fire missiles only if a player's energy is at, or below, 25%. So, either I wrote the condition wrong, or the condition returned true. I can easily check the former (from what I can tell, it works as intended), but, if it's the latter, then that's a communication problem concerning how to recharge energy. Or, maybe, I should say how important it is to keep energy high? Though, players should be able to notice that they tend deal more damage to enemies that have less energy, and tend to take more damage as their own energy depletes. They should also notice that the Dodge action recharges energy.

Perhaps I'm looking at this in the wrong frame of mind. This is clearly a developer-knowledge vs player-knowledge conundrum. Of course, it's obvious to me to keep energy above half, but, would it make sense for the average player? Given the evidence of complaints, I'm gonna have to say "no". Which means the question then becomes how to resolve this in a way that the player knows what's going on (or at least has a basic understanding of what's going on), preferably without disturbing the game's flow. I suppose some kind of tutorial fight at the beginning of the game might work for this purpose? Hrm...

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
Whew! I've finished programming the story-missions! There's still a bit more setup before I can run play-tests of them (I'm totally going to disable regular encounters for those runs), but, I can certainly feel that sense of closure coming to this game!

Though, if there is one thing to keep in mind, it's that I don't need to do everything that's left to do for this game in one day. The temptation is there, but, I can sense the stress such would cause, and that would just be no good.
Marrend
Guardian of the Description Thread
21781
If there is one thing I want to look into, it's the equip processing. We all know that changing certain equipment sets max armor to 1, or max energy to 0, and I did event a process to circumvent that occurrence. However, it has slowly occurred to me that I should find a way to circumvent this occurrence through the equipment processing scripts.

Most probably, I want the processing in Game_Character.

*Edit: Game_Player, as it turned out.

*Edit2: I have no idea how much of a good idea this is, but, I've set up the game's difficulty to be able to increase according to the player's net worth or the total number of missions done, depending on which threshold is hit first. Though, "net worth" as it's calculated, can be a bit weird. I'm using the base values for commodities, as capturing the value when commodities are bought at is a headache I don't want. However, it just didn't seem right to be to keep facing the same enemies, despite having over 10K credits to my name.

Though, given that I was doing no missions (save story-missions), and was able to achieve that amount with less trouble than I probably would have if I did do it with missions, that might be more of a sign that trading is still hilariously broken, that the generic encounter needs to increase, repair costs need to be higher (doesn't seem like a great idea), or other possible game-balance issues, more than anything else.
Pages: 1