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HELP IN DECIDING ON FEATEURES

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Mainly need help in deciding on using Victor's animated battle or use Saba Kan's Ao no Kiseki Battle System (Which is a CTB like FF10) http://forums.rpgmakerweb.com/index.php?/topic/1128-saba-kans-ao-no-kiseki-battle-system-028-and-rokans-at-bonus/
The reason I am removing a script has to do with the game crashing when the animated sprites guarding and then escaping. The same results occurred with another CTB too. (Something relating to the X axis visually changing temporarily when I guard and unable to find the x axis when I escape.)


But here is the features I am currently including besides one of the 2 scripts (Haven't tried them all).
-If animated battler script is removed, Moghunter's visual battle scripts will be used.

-Saba Kan's Random Dungeon Generator (enemies move on screen when you do. Has a Lufia ancient cave feel to it)
-Kread Ex Alchemic Synthesis (Haven't tested).
-Equipment can Lv up with a blacksmith.
- A skill tree of some sort (Originally thinking of Crystal's FF10 Sphere grid. Feedback on this idea would help). Here's an example of how I want the skill learning. Main character is a Warrior who can choose to upgrade martial art moves or choose to develop swordsmanship (Each fighting style plays differently such as sword moves being more damage related and martial arts being more buff/ debuff and status).
- Skills Lv up with use
- Story is 7 episodes long. Each episode fully explores a country. You travel all over the world in the last episode (you get to see what has changed since you left)
As for the party members, you have 4 main characters and 4 temporary

The item process follows this path
1. explore random generated dungeon. Collect materials
2. Use alchemy to make items.
3. Lv up items with a blacksmith

Decided to keep the animated battler script. Still looking for feedback.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Why are you using all of these "features"? What do they add to your game? Would it still be the same game without them?

Beware of what is commonly referred to around here as "feature bloat" where you use scripts just because they're there, without considering how they all fit together with the rest of the game and how much they actually bring to the table in terms of gameplay or fun.
Well, the random dungeons are a major part of the plot. The first game hints at the cause of them and in the second game everyone decides to try and save the world from becoming more randomly distorted.
The alchemy system hasn't fully acquired a role in the plot yet.
There is a blacksmith in the party, so it my be good to have him upgrade equipment.
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
"Because it fits in the plot" might actually be an even worse reason than "because I found a script for it. At least with the script excuse, you can be convinced to change it easily later if you realize it isn't the best choice.

Other than that, I'm really not even sure what you're asking. You didn't really ask a question, or give any meaningful information about your game to discuss.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
As a general rule, honestly ask yourself "is this something the game, nay, the world needs?" because there are already plenty of games out there that have these things. Applying more of the same old crap doesn't make your game stand out any more than if it lacked those things in the first place, it just increases the workload. If your game requires the need to customize your characters abilities to adjust to their surroundings on-the-fly (rarely applicable), then you have a solid reason to include it. If it's just to say "look at all this stuff I can do!", you're hurting yourself.

"Ever wanted to jump in a game?" is something I'm sure all of us can read and dismiss, because most games already have that, and if they don't, the ability to jump is something most of us already have the ability to do, unless you're a paraplegic. Simply put, the need is already met.

Unfortunately, excessive or unfitting attention to detail may not be appreciated, so avoid clutter for the sake of saying "look at how interesting all of this is", as this will just come across as distracting and hard to move past
Make the game you would enjoy playing.
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