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How fast should my characters level up? How much more EXP should enemies give relative to their difficulty? How do you measure their difficulty? That sort of thing.
I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.
author=Merlandese
I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.
What are you making it in?
author=dethmetalauthor=MerlandeseWhat are you making it in?
I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.
Construct 2. I think I could do it easier in RMXP since that's where most of my expertise lies, but once I get it functioning in C2 it should be really brilliant. :)
What the hell? I'm testing my game and I just beat a challenging boss battle and I got a "division by zero" error right as he died. Has anyone ever seen this? I've beaten this boss a countless number of times in numerous playthroughs and I've never seen this before. I'd really rather this not happen to someone else as they play the game.
My hypothesis as to why this happened is this: The enemy was reduced to exactly zero hp, just by chance. Obviously, it's probably far more common for an enemy to be reduced to a negative number before his death is initiated. As this happened and the enemy died, another one of my characters attacked in-between the monster dying and the battle ending. This caused the engine to input the attack formula which, in turn, forced an attempt to divide by zero. If this hypothesis is correct, then hopefully this error is extremely rare and will never happen again.
I'm using RPG Maker 2003. I just thought you guys might either find this humourous or be able to offer some insight as to what happened and how to prevent it.
My hypothesis as to why this happened is this: The enemy was reduced to exactly zero hp, just by chance. Obviously, it's probably far more common for an enemy to be reduced to a negative number before his death is initiated. As this happened and the enemy died, another one of my characters attacked in-between the monster dying and the battle ending. This caused the engine to input the attack formula which, in turn, forced an attempt to divide by zero. If this hypothesis is correct, then hopefully this error is extremely rare and will never happen again.
I'm using RPG Maker 2003. I just thought you guys might either find this humourous or be able to offer some insight as to what happened and how to prevent it.
author=dethmetal
How fast should my characters level up? How much more EXP should enemies give relative to their difficulty? How do you measure their difficulty? That sort of thing.
It's so dependent on what you want from your game. My current project is focused on fewer, scripted battles, so each gives about one level worth of EXP. One of my older games was a multiplayer dungeon crawler, and the EXP curve was nearly flat, so players can help their friends through the starter dungeons and still make progress.
author=Merlandese
I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.
This is one of the main systems in my current project, and it took some time to get right. I went through two hacked together iterations before I sat down and designed the thing proper.
It's a rewarding system when it works though. There's this awesome feeling of seeing the sword trainer walk by while shopping, remembering you have some new skills to train, then running over to grab his attention before he walks away.
I don't know anything about Construct 2, but let me know if you need help putting your system together.

Working on setting up all the events for a single battle with a malicious flower. It's a little time consuming!
author=dethmetal
I've always had trouble with the EXP system and I feel like it's not discussed often.
Yeah, I hate hate hate balancing EXP curves too. x_x
It's such a pain to get them just right, because you can never predict how people will play. Some players like to fight each encounter once, or just fight what gets directly in their way. Others get lost and fight millions of battles. Others skip or run away. So you have to find a happy medium somewhere in that mess so that bosses are challenging, while not requiring grinding in order to beat, since "go get more levels" isn't a fun strategy unless you're playing an honest-to-god proper dungeon crawler, where it's all about that forward progression and grind.
Unfortunately I don't have any real tips for you. :s I just play until I find a happy balance.
Working on the T.R.A.C.E. (Totally Randomly Advanced Chasing Event) System and the M.E.H. (Multiple Evented Hiding) System.
r.i.p. time ;-;
r.i.p. time ;-;
Currently: Updating some coding (Mystic-elemental stuff is easy since I don't have to worry about anything else with it), updating some characters to be so much better in terms of playability, and brainstorming monsters and bosses for the game with others. Still need to get this one puzzle done, if anyone wants to try and help with designing a Legend of Zelda-styled switch puzzle? I'm even willing to have more brainstorming done for monsters and bosses. ^^
author=Ramshackin
I don't know anything about Construct 2, but let me know if you need help putting your system together.
I'm having a lot of design complications with mine, the main one being that even when I get certain aspects of the schedule to work I still haven't properly developed a system that I can easily use to manage the schedules. So if I decide a character should be ten minutes late I have to reprogram five minutes worth of stuff. No bueno.
We're not in the same engine but I would like to pick your brain about a problem you may have encountered.
Let's say you have a Salesman enter town at 10:00 sharp. If you are standing by the entrance of the map, you will see him walk in and head to whatever "waypoint" you have designated. Let's say that the Salesman needs to be by the basketball court at 10:10, so he walks and it takes roughly ten in-game minutes.
Now, at 10:00, when the Salesman appears, you walk out of the map and then walk in. In the time that it took you it is now 10:01. From everything I know so far four things can have happened to the Salesman:
01. He is properly en route and is 1/10th the way to his destination.
02. It is not time for him to be at the destination, and the time to trigger his appearance has passed, so he won't exist until 10:10.
03. It is not time for him to be at the destination so it replays his entrance, now with a minute lag.
04. The chance to see him arrive has passed so he is already at his destination.
Obviously Option 01 is the ideal. If that's what you did, I'd like to know how. Currently I just went from Option 03 to a complicated Option 01. My version of Option 01 works but right now is so convoluted I wouldn't dare keep using it for every instance of every character.
Did you encounter this problem and what'd you do about it?
Yeah, I've encountered that problem and similar ones when the player sleeps in a bed and the game clock jumps forward 8 hours.
I ended up defining the NPC lives in as stateless a way as possible. Each NPC has a set of time buckets and the activity they should be doing during that period.
Ex:
9-12 attend church
12-5 sit in bar
5-8 browse item shop
The only data the NPC stores is the position in the world they were last seen, or if on a different map, the position they "should" be. The NPC periodically checks their schedule based on the current time, and uses a pathfinding algorithm to get there.
This way, as a developer I can easily change around the schedules. If I decide the NPC is actually at home from 9-12, and the player has a save file where the NPC is at church, when the player load's their file, the NPC will seamlessly walk back home from church.
I ended up defining the NPC lives in as stateless a way as possible. Each NPC has a set of time buckets and the activity they should be doing during that period.
Ex:
9-12 attend church
12-5 sit in bar
5-8 browse item shop
The only data the NPC stores is the position in the world they were last seen, or if on a different map, the position they "should" be. The NPC periodically checks their schedule based on the current time, and uses a pathfinding algorithm to get there.
This way, as a developer I can easily change around the schedules. If I decide the NPC is actually at home from 9-12, and the player has a save file where the NPC is at church, when the player load's their file, the NPC will seamlessly walk back home from church.
Working on a "natural" way to guarantee that rock-pushing mechanics are not going to lead to permanently trapped players. A "reset" function doesn't count, since that's artificial.
author=Gretgor
Working on a "natural" way to guarantee that rock-pushing mechanics are not going to lead to permanently trapped players. A "reset" function doesn't count, since that's artificial.
I've tried this: if the rock is against a wall, the player pulls it backward instead of pushing. As long as maps don't have long, narrow sections, the player can't get into a situation they can't undo. I had to add a brief tutorial, but people who've tested have picked it up easily enough.
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
Giving the player a warp spell to escape from the current dungeon seems natural-feeling enough. It doesn't specifically draw attention to the rock-pushing problem since it's also in a variety of other situations, and the player's first thought when learning it will be that it's probably mostly for when you're out of MP and need healing.
Zelda handles it by just letting the player pull almost anything they can push. In the rare situations where blocks are only pushable, they're carefully arranged in very simple puzzles of maybe 3-5 blocks at most, so that it's impossible to get stuck.
Wild ARMs gives the player a ton of puzzle-solving tools similar to how Zelda does, such as bombs and grappling hooks and fire rods. One of the tools is a Stopwatch which rewinds time in the current room. Because it's integrated into the tool system it doesn't feel out of place. (Zelda actually has a warp-escape tool in almost every game too, but you never ever use it for that.)
Probably the best solution is to not have so many block puzzles in your RPG since everyone seems to hate them and they've been absoltely driven into the ground.
Zelda handles it by just letting the player pull almost anything they can push. In the rare situations where blocks are only pushable, they're carefully arranged in very simple puzzles of maybe 3-5 blocks at most, so that it's impossible to get stuck.
Wild ARMs gives the player a ton of puzzle-solving tools similar to how Zelda does, such as bombs and grappling hooks and fire rods. One of the tools is a Stopwatch which rewinds time in the current room. Because it's integrated into the tool system it doesn't feel out of place. (Zelda actually has a warp-escape tool in almost every game too, but you never ever use it for that.)
Probably the best solution is to not have so many block puzzles in your RPG since everyone seems to hate them and they've been absoltely driven into the ground.
author=LockeZ
Giving the player a warp spell to escape from the current dungeon seems natural-feeling enough. It doesn't specifically draw attention to the rock-pushing problem since it's also in a variety of other situations...
Yeah, I'm adding a warp function to take the player back to the last save point, guaranteeing that every place around the save point is escapable and stuff. But still, this feels... artificial to me :'(
Also, I might do pulling/pushing mechanics instead of just pushing, that might work.
Ramshackin
I've tried this: if the rock is against a wall, the player pulls it backward instead of pushing. As long as maps don't have long, narrow sections, the player can't get into a situation they can't undo. I had to add a brief tutorial, but people who've tested have picked it up easily enough.
This sounds pretty good as well, but maybe I can just make it so that the player can pull and push at will.
Let me know how you do it! It can be tedious to choose between pull or push every time the player interacts with a rock, and I wasn't sure about adding an extra button whose only functionality was to pull rocks.
I am currently working on a script-free system which allows me to avoid the extreme spell quantity in battles where just 2 spells are really needed.
For little explanation: In my game there is magic which no human can actually control and "Machina" which is in fact artificial magic which can either be obtained by implanting chips or holding certain catalysts. At the moment, I've got 2 catalyst slots (one offensive and one defensive one) to cover those up so the maximum amount of spells for each character would be " + + ". I try to make that number lower than 10 for all characters but it seems rather hard.
If anyone else has a better idea how to do something like that, feel free to tell me. So far I just tried to simplify the Crest Graph system from Wild Arms Alter Code: F strongly but i bet someone can come up with something even better.
For little explanation: In my game there is magic which no human can actually control and "Machina" which is in fact artificial magic which can either be obtained by implanting chips or holding certain catalysts. At the moment, I've got 2 catalyst slots (one offensive and one defensive one) to cover those up so the maximum amount of spells for each character would be " + + ". I try to make that number lower than 10 for all characters but it seems rather hard.
If anyone else has a better idea how to do something like that, feel free to tell me. So far I just tried to simplify the Crest Graph system from Wild Arms Alter Code: F strongly but i bet someone can come up with something even better.
As I recall the crest graph system of the Wild Arms series, a spell is a combination of two elements. Though, it sounds like you want characters to have two spells according to what combination of catalysts they have equipped? I'm not quite sure about this point, though.
What I do know is that, given that you want a script-free system, that strongly suggests to me use of Common Events and Conditional Branches. I'm kinda thinking that a script that activates after (during?) equipping catalysts might be more efficient, but, that's just me thinking out loud.
*Edit: Actually, why not just put the associated spells on the catalysts themselves? Characters equip catalysts, right? I mean, you might need to mess with how equipment works, or what equipment can go where, but, it's a thought. Maybe I'm over-simplifying what you're trying to do, though.
What I do know is that, given that you want a script-free system, that strongly suggests to me use of Common Events and Conditional Branches. I'm kinda thinking that a script that activates after (during?) equipping catalysts might be more efficient, but, that's just me thinking out loud.
*Edit: Actually, why not just put the associated spells on the catalysts themselves? Characters equip catalysts, right? I mean, you might need to mess with how equipment works, or what equipment can go where, but, it's a thought. Maybe I'm over-simplifying what you're trying to do, though.





















