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Under Luke and Key

  • Red_Nova
  • 12/13/2015 02:03 PM
  • 2571 views
I'm been getting a bit of work done for PotF over the last month, but not much of it has been tangible: graphical, balance, and plot work. The least of which is that couple of characters have been edited to actually be more interesting to look at.



Still not completely happy with them, but I'll be an old man before I can reliably make everything perfectly the way I want. Anyway, I want to talk about the dude at the bottom. Luke Frazier: the first permanent party member for Aeyr's campaign.

Luke is, well, a very different character from the rest of the cast in terms of both story and gameplay. When I designed him, there's one word that I wanted to keep at the core of his character: Backwards. For one: he might be the first main character that isn't totally miserable (at least visibly). He's bright, cheerful, and energetic; traits that I admittedly have trouble capturing well. This is in direct conflict with the obvious tragedy that occurs in the past that ended up implanting a magical relic inside his body, making him Infused. In the next release, there will be much more insight as to what the Infused are and how a Relic implanted in a body can give humans magic power.

Luke's battle style turns the traditional formula on its head in that he is very weak physically. To the point where, at the time of this writing, he doesn't get any Drives from weapons. To compensate, he focuses on magic attacks since, as an Infused, he can use magic without needing to equip a Relic. You know, because he already has a Relic equipped to him. Permanently.

However, one thing I noticed upon testing in battle: Luke absolutely demolishes everything. If an enemy has an elemental weakness, Luke can keep pumping that spell into the enemy and wipe it out before it even has a chance to react. And since his primary role in battle is a heavy damage dealer (you could say, a Luke Nuke! I'm sorry...) due to his spells, the rest of the party doesn't seem to have much purpose, which is a problem. Originally, I thought that such a strategy would be too heavy on his SP to be a viable tactic, but upon testing, I found this not to be the case. I tried balancing it by making Luke's magic cost 2 FTB points instead of one, but that just didn't seem fair, mostly because Luke's spells are the same as spells given to other party members via Relics, and that would seriously disrupt the game's balance.

So this prompted a quick and simple fix: Skill Lock.


Ignore the default looking battleback. It's just a visual placeholder while I focused on systems.

Now, just like Draw Weapon, each Drive and Burst Drive can only be used once per turn in battle. Sorry spammers, you're gonna have to work with the game's mechanics to beat enemies instead of relying on overpowered supermoves.

This system had an unintended side benefit as well: Now, I can revamp some skills to be more useful and/or elaborate. Before, with everyone being able to use any ability as many times as they wanted as long as they had the SP cost, there couldn't be any overpowered ability lest they overshadow all the others. Now, not only can we have more tiered abilities, but some Drives/Burst Drives can now slightly overlap others. Like maybe giving Aeyr an Earth elemental magic attack? That can happen now and players would actually use it.

Again though, this only affects a character's Drives and Burst Drives. Attacking, Focusing, and using items are not affected by this change.

That's all for now. I'm actually gonna go dark on the updates for a while, as I'm working on a super secret, super cool addition that I think you all are gonna love.

Posts

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Bright colors do make a cheerful looking hero!

So... We need to prioritize our kills. And plan ahead... Meh. Been doing that since the demo.

What I'd really want is a Teleport Stone, so I can quickly jump back into town for heals and then keep grinding things. But, not having one would disincentivize that... Somewhat... Not really?

Oh! And a Focus confirm message, 'cause I keep wasting a third of my turns focusing, 'cause I think it recovers HP or something... Dunno why. The name sorta sounds right for such a skill?
Craze
why would i heal when i could equip a morningstar
15170
Drawbacks and cooldowns certainly do help. If you want to spice him up even more, consider having each skill place an effect on Luke or the target, like the rock attack making the enemy resistant to Earth for three turns but weak to Wind, etc. Each skill could cancel the others out, maybe. It also doesn't have to be TOTALLY about Luke's powers either -- maybe the rock attack raises Earth resistance but lowers physical defense so somebody else can take advantage of it. It might also be interesting if using an elemental skill drains that power out of Luke, so he becomes weak to its opposite element for two turns. Glass cannon, ahoy?!
author=Craze
Drawbacks and cooldowns certainly do help. If you want to spice him up even more, consider having each skill place an effect on Luke or the target, like the rock attack making the enemy resistant to Earth for three turns but weak to Wind, etc. Each skill could cancel the others out, maybe. It also doesn't have to be TOTALLY about Luke's powers either -- maybe the rock attack raises Earth resistance but lowers physical defense so somebody else can take advantage of it. It might also be interesting if using an elemental skill drains that power out of Luke, so he becomes weak to its opposite element for two turns. Glass cannon, ahoy?!


*nods*

But, don't make him too glass cannon, and make sure super-self-challangers, like people who avoid all the enemies except for the bosses and then try to make it out alive, don't get Unwinnables by Insanity...

... Are auto-saves a possible thing in RPG Maker?
Marrend
Guardian of the Description Thread
21781
LUKE 'EM!

Er, anyway, Malandy, "Focus" recovers Stamina, and I... sometimes wasted a turn using Focus on a character with full Stamina? I know auto-saves are definitely possible in RPG Maker (Champs of the Bocca does it), though, players have the ability to save anywhere in this game.

Unless I'm forgetting that the ability to save anywhere is available only through doing a test-play in the editor. In which case, it could be a viable option!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Malandy
What I'd really want is a Teleport Stone, so I can quickly jump back into town for heals and then keep grinding things. But, not having one would disincentivize that... Somewhat... Not really?


Spending time grinding is actually something I want to discourage. The idea of the game is to move forward while defeat as many enemies as you can on the way. Plus, as town are going to become rarer as the game progresses, teleporting to a previous one would set you back a pretty good deal. I'm testing out a few ideas for players to rest up and heal, but the structure of the game encourages a more constant forward motion.

Oh! And a Focus confirm message, 'cause I keep wasting a third of my turns focusing, 'cause I think it recovers HP or something... Dunno why. The name sorta sounds right for such a skill?


Focus only restores 50% SP. I'll see about adding a help window to explain commands, but I'm not sure how simple that is to do.


author=Craze
Drawbacks and cooldowns certainly do help. If you want to spice him up even more, consider having each skill place an effect on Luke or the target, like the rock attack making the enemy resistant to Earth for three turns but weak to Wind, etc. Each skill could cancel the others out, maybe. It also doesn't have to be TOTALLY about Luke's powers either -- maybe the rock attack raises Earth resistance but lowers physical defense so somebody else can take advantage of it. It might also be interesting if using an elemental skill drains that power out of Luke, so he becomes weak to its opposite element for two turns. Glass cannon, ahoy?!


Those are some great ideas, Craze! Those four elemental spells are just his base skill set. As players find more weapons for Luke, his options will increase a good deal, but I like the idea of drawbacks!

author=Malandy
... Are auto-saves a possible thing in RPG Maker?


I think I remember seeing a script like that somewhere, but I'm not sure. I'm on the fence if I want to do that, though, as I try to frequently enough to create the feeling of tension without feeling too unfair.

author=Marrend
Er, anyway, Malandy, "Focus" recovers Stamina, and I... sometimes wasted a turn using Focus on a character with full Stamina? I know auto-saves are definitely possible in RPG Maker (Champs of the Bocca does it), though, players have the ability to save anywhere in this game.

Unless I'm forgetting that the ability to save anywhere is available only through doing a test-play in the editor. In which case, it could be a viable option!


Saving is only possible in the editor. Unless I forgot to encrypt it, players shouldn't be able to do that. I'm using the Luna Engine, and so am pretty much required to encrypt the file.

*Checks*

Nope. It's encrypted. I can save anywhere in the game since I need it to be able to test events and such quickly. That scared me!
author=Marrend
LUKE 'EM!


*Giggles*

author=Marrend
Er, anyway, Malandy, "Focus" recovers Stamina, and I... sometimes wasted a turn using Focus on a character with full Stamina?


Yeah... You know how all the other commands have an extra screen to select targets, it also makes it so you can stop in the middle of an action in case you pressed wrong. Focus doesn't do that. That's why I want a "Do you really want to Focus?" Confirmation message. You know?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Malandy
Yeah... You know how all the other commands have an extra screen to select targets, it also makes it so you can stop in the middle of an action in case you pressed wrong. Focus doesn't do that. That's why I want a "Do you really want to Focus?" Confirmation message. You know?


Oh! That makes a lot more sense. That's quite a lot easier to do, so I'll go ahead and add that. It's not exactly a confirmation message, but selecting Focus now highlights the character, meaning you'll have to press space again before you actually take perform the action. Will that work?
author=Red_Nova
author=Malandy
Yeah... You know how all the other commands have an extra screen to select targets, it also makes it so you can stop in the middle of an action in case you pressed wrong. Focus doesn't do that. That's why I want a "Do you really want to Focus?" Confirmation message. You know?
Oh! That makes a lot more sense. That's quite a lot easier to do, so I'll go ahead and add that. It's not exactly a confirmation message, but selecting Focus now highlights the character, meaning you'll have to press space again before you actually take perform the action. Will that work?


Yep!
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