GOOD STATS FOR A ONE-CHARACTER GAME?

Posts

Pages: 1
A game I am creating uses an action battle system, thus there is only one playable character. Since I'm keeping the stats of all enemies the same as they are when RMVX is first opened, does anyone have a suggestion for balanced stats? Provide the Level > Value and whether it's a fast gain and builds slower, slow gain and builds faster, or just entirely balanced the whole way through.
depends on a number of things. you don't just plug in a bunch of things and bam you have everything balanced unless you want your game to be an exact replica of secret of mana or something.
Ocean
Resident foodmonster
11991
I'd say don't keep the stats of the enemies the same as when RMVX is opened, and therefore you can make whatever stats and stat progression you like and balance the enemies according to what you expect the player who hasn't grinded (but neither has run away from everything) to be at.
Something I have noticed developing ABS games in RMXP/VX was that the default stuff doesn't translate properly. It's always better to come up with your own system, and for the most part, simpler = better.
Craze
why would i heal when i could equip a morningstar
15170
Paxni
A game I am creating uses an action battle system, thus there is only one playable character. Since I'm keeping the stats of all enemies the same as they are when RMVX is first opened, does anyone have a suggestion for balanced stats? Provide the Level > Value and whether it's a fast gain and builds slower, slow gain and builds faster, or just entirely balanced the whole way through.


so what you are saying is that you are a lazy shit and don't want to put any effort into this at all

also, I'd just not use stats other than HP and Level. Level -> HP. Have damage be a function of weapon type (dagger = high chain capacity, 1 dmg/hit; axe = 3 dmg/hit; sword = 2 dmg hit followed by a 1 dmg chain hit; spear = moderate chain capacity, with good critical hit rate).
author=Craze
so what you are saying is that you are a lazy shit and don't want to put any effort into this at all

*facepalm*
Oh man, I don't wanna have a game with fifteen+ characters, huh? I must be lazy. 'cause, y'know, it's completely impossible to create a game based around developing the story of a single character rather than try to go in-depth about a ton. The other thing is, I'm leaving the playing experience up to the player, as the player can choose what class they want to be (out of your usual three and you can level them each to their respective upgrade ).
Also, I'm using the standard stats of enemies in VX for a reason. They're rather well-balanced if you can create groups in a less-than-unbalanced way, which is relatively easy. Don't mistake laziness for using good things to your advantage. When someone hands you their life savings, you don't say "this would be lazy" and go into the working class with a job that would make you resent your life. You take the money and be grateful you have it.

author=Craze
also, I'd just not use stats other than HP and Level. Level -> HP. Have damage be a function of weapon type (dagger = high chain capacity, 1 dmg/hit; axe = 3 dmg/hit; sword = 2 dmg hit followed by a 1 dmg chain hit; spear = moderate chain capacity, with good critical hit rate).


Now this is rather good advice that I will take into consideration.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Craze's suggestion works fine if you don't want to really allow any stat-based customization, and want customization to all be handled by abilities or talents or some other system. Stats are a pretty easy method of customization though if you do want to use them. Sword of Mana for example has one playable character, and five stats (str/mag/agi/vit/luck) and at every level up you get 5 stat points to distribute. It lets the player give themselves a more permanent affinity to certain styles of gameplay, without the gameplay actually really changing at all as a result (as it would with abilities/talents). So it's easier for you, but more boring for the player.

The only reason to use stats in such a game is to let the player customize them. Any stats that the player doesn't have control over don't need to exist. In a game with a party, stats you have no control over at least help you choose which party members to use. In a game without a party they don't really do anything.

Also I think he meant you were lazy for posting "please design the core idea of my entire game system for me and post as many details as possible", not for making a single character game.
All I really needed was a realistic stat curve, though. o.o That, while it is a significant aspect of the game, is something that would make the game suffer when not done correctly. I would rather gain help from others rather than attempt it on my own and have it fail miserably.
author=Paxni
I would rather gain help from others rather than attempt it on my own and have it fail miserably.

One of the best ways to learn what works for your game is attempting to figure it out yourself, though. Keeping the enemy stats at VX's default is a probably not the best idea, especially if you want any sense of progression in enemies.

Also without the context of everything else in your game, it's pretty hard to vomit up numbers that may/may not work for you! I guess general advice I've found...balancing things around HP first and foremost, as well as how many "hits" you want something to take before it/the player goes down. Craze's idea is solid for this. Uh I'm trying to think of other things since I'm doing a solo-character thing right now and this has taught me a bunch, but mind is drawing blanks.

Seriously though, no one knows your game better than you do! So IDK how much help anything I can say would be. Edit: And also failing miserably is like half of making a game. It's one of the many ways to learn what works for you!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Paxni
All I really needed was a realistic stat curve, though. o.o That, while it is a significant aspect of the game, is something that would make the game suffer when not done correctly.


Uh any number is as good as any other number, since you didn't say and presumably don't even know: 1) what stats exist in the game 2) how much effect 1 point has in each of your stats 3) what stats the enemies have

For it to be "balanced" you have to decide on what you're measuring, then you have to know what the units are so you can measure it, and finally there has to be something on the other side of the scale. Those are those three things.
Ocean
Resident foodmonster
11991
All I really needed was a realistic stat curve, though.
Each game has its own stat curve, so there isn't one "realistic" stat curve. I mean, compare Terranigma, where the last boss has like 1000 HP, to something like Secret of Mana where it has 9999 HP, and Seiken Densetsu 3 where it has over 50,000 HP.

Have you played any of the Paper Mario games? If not, go and play one. You start off doing 1 damage to the enemies. At the end of the game you end up doing... 4-8 or so. You can really do whatever scale you'd like. Plus, I don't think the RMVX default monster stats are good indications to go by, especially since it lacks monsters so it just rises up really quickly.

I do agree with the learning by experimentation! Every game is different. If it doesn't work, then you learned something. If it does, then... great! You would want to playtest your own game too to see if it's not too bad or if the enemy is taking too many hits or something along those lines, or if you're dying too quickly.
Pages: 1