A PLAYER'S HUMBLE REQUEST.
Posts
Please people when you are going to use random encounters, for (expletive deleted) have AT LEAST four encounter types per area minimum!
But it's the start of the game and the level 1 heroes are just killing rats and slimes!
(expletive deleted)
Why not different kinds of slimes? A blue slime that stuns you and runs away, a orange slime that shoots acid. A black slime with a drain attack.
Mix things up a little because there is nothing more annoying than running into the same group of monsters fifteen times in a row. Stuff like this WILL make people quit your game, especially during the first thirty minutes or so, before they've become emotionally attached to the game.
Be very very careful about the early encounters in your game. All the cool skills and custom systems you've worked so hard on won't mean a damn thing if the player quits before hitting level 3.
But it's the start of the game and the level 1 heroes are just killing rats and slimes!
(expletive deleted)
Why not different kinds of slimes? A blue slime that stuns you and runs away, a orange slime that shoots acid. A black slime with a drain attack.
Mix things up a little because there is nothing more annoying than running into the same group of monsters fifteen times in a row. Stuff like this WILL make people quit your game, especially during the first thirty minutes or so, before they've become emotionally attached to the game.
Be very very careful about the early encounters in your game. All the cool skills and custom systems you've worked so hard on won't mean a damn thing if the player quits before hitting level 3.
Absolutely! I agree! I was thinking about writing an article full of examples of how to spice up combat.
I say six monsters per area. Even small areas! One rare monster, one epicly strong, one monster that hunts in packs, one monster with epic defense, one that can not be harmed by magic and does high damage. (Just for some examples, an area probably shouldn't contain all of these)
Enemies can inflict status, run away, transform into other monsters (even if it's just a slightly stronger version of that same monster or with a different set of skills)
It's just as important to have many monster groups. Three bees in one group all attack at the same time! Vary the encounter groups. Force the players to pay attention.
I say six monsters per area. Even small areas! One rare monster, one epicly strong, one monster that hunts in packs, one monster with epic defense, one that can not be harmed by magic and does high damage. (Just for some examples, an area probably shouldn't contain all of these)
Enemies can inflict status, run away, transform into other monsters (even if it's just a slightly stronger version of that same monster or with a different set of skills)
It's just as important to have many monster groups. Three bees in one group all attack at the same time! Vary the encounter groups. Force the players to pay attention.
This is one of the first things I tried to do when learning to make games.
I always hated fighting bats/slimes/rats for the first hour of a game. It was always so boring but it seemed like everyone did it.
Even at low levels status ailments are a great idea, actually, at low levels is the best time to do it because there isn't much else that the players do yet.
This is the best advice to give any newbie to game creation.
I always hated fighting bats/slimes/rats for the first hour of a game. It was always so boring but it seemed like everyone did it.
Even at low levels status ailments are a great idea, actually, at low levels is the best time to do it because there isn't much else that the players do yet.
This is the best advice to give any newbie to game creation.
Every monster I add is a monster I have to create. You can say "just add a black slime," but I already have a black slime later on... this means I have to create another monster for the later portion of the game. It is easy to say "add more monsters" when you don't have to consider a time budget.
I think it's good to have a variety of monster parties at least. Making a brand new monster to me and others means making a new sprite, balancing in stats and even new skill animations. I'm usually more worried about ending the "do you know how to attack? please spam attack or highest damaging skill for the rest of the game" problem most RPGs seem to have.
author=Demicrusaius
Absolutely! I agree! I was thinking about writing an article full of examples of how to spice up combat.
I say six monsters per area. Even small areas! One rare monster, one epicly strong, one monster that hunts in packs, one monster with epic defense, one that can not be harmed by magic and does high damage. (Just for some examples, an area probably shouldn't contain all of these)
Enemies can inflict status, run away, transform into other monsters (even if it's just a slightly stronger version of that same monster or with a different set of skills)
It's just as important to have many monster groups. Three bees in one group all attack at the same time! Vary the encounter groups. Force the players to pay attention.
Should I do this again?
Actually, what is weird, I just got internet back today, and I just did this with my game. I realized fighting only slimes for 30 minutes is REALLY boring, so I mixed it up by doing just this, starter of the topic. Well, this topic backs up my decision. I also agree 100%.
EDIT:
Now, the first part of my sentence had no purpose until I decided to edit it.
I did this before I had internet to read this topic.
EDIT:
Now, the first part of my sentence had no purpose until I decided to edit it.
I did this before I had internet to read this topic.
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=Jude
Every monster I add is a monster I have to create. You can say "just add a black slime," but I already have a black slime later on... this means I have to create another monster for the later portion of the game. It is easy to say "add more monsters" when you don't have to consider a time budget.
Dude you can have more than one monster that looks like a black slime. Have you heard of palette swaps? I realize palette swaps aren't ideal, and sacrifice a little bit of artistic integrity. But if you don't have time to make it look better, then at least make it play better, instead of doing neither.
I went back through a few areas in my game recently and added more monsters for variety. It took about 5 minutes per monster. That includes the time spent to create the few new skills they used (I reused some existing animations). It is not a difficult process.
author=LockeZauthor=JudeDude you can have more than one monster that looks like a black slime. Have you heard of palette swaps? I realize palette swaps aren't ideal, and sacrifice a little bit of artistic integrity. But if you don't have time to make it look better, then at least make it play better, instead of doing neither.
Every monster I add is a monster I have to create. You can say "just add a black slime," but I already have a black slime later on... this means I have to create another monster for the later portion of the game. It is easy to say "add more monsters" when you don't have to consider a time budget.
I went back through a few areas in my game recently and added more monsters for variety. It took about 5 minutes per monster. That includes the time spent to create the few new skills they used (I reused some existing animations). It is not a difficult process.
You apparently missed the point. That black slime is a palette swap. So is the red slime and the green slime and the yellow slime. Unless you want every zone to have a slime, knight, owl, and tiger you will have to accept a limited number of enemies per zone.
It doesn't take five minutes to create a new monster. A new monster requires a new sprite which takes 20-45 minutes. It must be evented to fill out the three monster slots which is another five minutes. It must be given behavior and added to the behavior routing event which is another 5-45 minutes depending on what needs to be created and if there are unique properties. Stats tuning only takes about five minutes to choose and event. I need to create pictures for the monster names and add them to the name display event, which is another couple of minutes. Incidentally, this is still quicker than creating a new monster group for the DBS and copy/pasting/editing a hundred battle events.
This time adds up very quickly when you're often only working on a game for a few hours each weekend. Your expectations are unreasonable.
Most of us aren't using an evented battle system though. It takes far less time for most other creators to add a monster than it takes for you.
author=Ocean
Especially when you use rips instead of actual custom graphics.
Ok, define "Rips", I am not sure.
I am thinking they are images and audio taken from commercial games.
I am wrong?
author=Adon237author=OceanOk, define "Rips", I am not sure.
Especially when you use rips instead of actual custom graphics.
I am thinking they are images and audio taken from commercial games.
I am wrong?
That is right, yes.
Making lots of monsters is hard work, and if someone in this day in age is actually using random battles, well, that might call their willingness to do hard work into question right there.
author=Max McGee
Making lots of monsters is hard work, and if someone in this day in age is actually using random battles, well, that might call their willingness to do hard work into question right there.
Wait, so if you use random battles, you don't work hard?
(Is what I am getting from this.)
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
Adon, you are like a Sesame Street character. You are the one who asks questions about extremely basic concepts so that the other characters can explain it to you. And then Big Bird slowly explains that yes, when someone implies something, that means they think it's true. And then you go, "Ohhhhhhhh!"
In fact, I hereby dub you Elmo237.
In fact, I hereby dub you Elmo237.
author=LockeZ
Adon, you are like a Sesame Street character. You are the one who asks questions about extremely basic concepts so that the other characters can explain it to you. And then Big Bird slowly explains that yes, when someone implies something, that means they think it's true. And then you go, "Ohhhhhhhh!"
In fact, I hereby dub you Elmo237.
:D
That should be my new subtitle. :3
But Adon, you can also make random encounters because you're not yet good enough to do otherwise (I've also seen some very good games with random encounters). The worst would be to rush to some one experimented to (help you?) make visible monsters, because then you will never learn anything, and you'll be as ignorant in game making after your game is finished then before (watch out for that)!























