WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

Posts

Hm, let's see. Should I go with turn-based tactics combat like Fallout, or just plain turn-based with an isometric view like Breath of Fire 3?

Also, deciding on whether each character should carry up to four items or eight items.
Marrend
Guardian of the Description Thread
21806
I'm looking at what skills should go to which character. There is a certain expectation of what skills a character should get when the class is "Water Adept", "Earth Adept", or the like. But what kind of crazy abilities should an "Avatar" get? Might be helpful if I knew what the character was an avatar of!
Nightowl
Remember when I actually used to make games? Me neither.
1577
Atm, I'm thinking what sort of nice skills should I make that require use of battle events and such.
I made a test skill called Pummel in RM2K3 because I wanted to try whether I could recreate the Pummel blitz from FF6. The main problem was that I couldn't make the skill's type to be Switch because all of the skill commands were set to be Skill Subset (and because of that, skills set to Switch type can't be used in battle)

I found a way around this by making a battle event check how much MP a hero uses and if it's for example, 15 (as much as how much MP the Pummel skill costs) then the battle event proceeds to execute the damage and random enemy stuff.

And now this sounds like some complex shit that nobody understands. Ah well.

h0nk :o)
I'm thinking "oh god can't wait to finish this". That's been my thought for the last couple of months. Hopefully they won't last another couple of months. :D
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
Right now I have seperate stats for attack and magic. However, almost none of my playable characters use both - so far I have one pure magic user with no normal attack, one pure magic user with a very weak physical attack that drains MP, one hybrid physimagical character, and five pure physical characters. So I'm debating combining attack and magic into one stat.

I really like both enemies and allies having two different types of defense, though. It adds some customization to your armor, having to choose one type of defense or the other. And it adds some tactics to battles, fighting enemies that are resistant to one type of damage or the other and being able to inflict debuffs that decrease one type of defense or the other. So I don't think I actually will combine them.

Really I probably just need to come up with excuses for the physical characters to have one or two skills each that use the magic stat... that way buffs and equipment that enhance your off-stats are never completely useless.
Craze
why would i heal when i could equip a morningstar
15170
or you could not make excuses and properly design your battle system

"This stat is useless for this character, so I'll add some useless skills based on that stat so that equipment people will see as useless will have a marginal benefit" is a terrible line of thought.
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
I didn't say I'd add useless skills. I'm thinking something less like giving a fighter a random-ass fire spell that he never uses, and more like giving a tank a once-per-battle mana shield so that magic translates directly into reduced damage. But, yeah, I'm not sure it's actually any worse to have a stat that's 100% useless for a certain character than to have a stat with a marginal benefit that's just not worth increasing.

Dragon Age thought it was, and gave every stat a secondary benefit. Magic increases the amount of healing you get from potions, and dexterity increases the amount of extra damage a critical hit does, and so forth. And that was vaguely interesting, but it never actually stopped me from totally minmaxing on every character. Not that Dragon Age is the pinnacle of game design or anything; I've just been playing it recently and it got me thinking.

(If you think stuff I say is dumb, I'd appreciate it if you'd elaborate on why, or what would be better.)
Max McGee
with sorrow down past the fence
9159
author=Marrend
I'm looking at what skills should go to which character. There is a certain expectation of what skills a character should get when the class is "Water Adept", "Earth Adept", or the like. But what kind of crazy abilities should an "Avatar" get? Might be helpful if I knew what the character was an avatar of!

This is one thing I did not worry about AT ALL when designing the party for .

Pretty much everyone has a mix of buffs, debuffs, direct damage, etc.

And I love it.

Yanfly, I felt, with its introduction of Rage, Cooldowns, and Limited Use skills, was a GREAT excuse to finally let "physical" characters have 0 MP and 0 Magic-Based skills. There was plenty to do with them anyway.
author=LockeZ
I didn't say I'd add useless skills. I'm thinking something less like giving a fighter a random-ass fire spell that he never uses, and more like giving a tank a once-per-battle mana shield so that magic translates directly into reduced damage. But, yeah, I'm not sure it's actually any worse to have a stat that's 100% useless for a certain character than to have a stat with a marginal benefit that's just not worth increasing.

Dragon Age thought it was, and gave every stat a secondary benefit. Magic increases the amount of healing you get from potions, and dexterity increases the amount of extra damage a critical hit does, and so forth. And that was vaguely interesting, but it never actually stopped me from totally minmaxing on every character. Not that Dragon Age is the pinnacle of game design or anything; I've just been playing it recently and it got me thinking.

(If you think stuff I say is dumb, I'd appreciate it if you'd elaborate on why, or what would be better.)


Basically the difference between Dragon Age's system and your thing is that with DA, stats are constant and always relevant and useful to anyone. But a mismatched useless skill? You said it yourself; 'a fire spell he never uses'. Why would a player sacrifice a turn to use a shitty fire spell when he could be doing something else not shitty?
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
He wouldn't. That's why I just specifically said I wouldn't do that.

Edit:
Maybe I was unclear. I'm not giving any of the physical characters a plain old magic attack. I might give some of them some sorts of skills that augment their overall strategy and rely on the magic stat in some way - like a mana shield, or a buff that causes all skills to also inflict fire damage over time.

I don't like directly using the DA method, at least not in this game. I don't want my stats in this game having such weird and obscure side-effects. I'm fine with individual skills being unusual, though, for whatever reason. Somehow that feels simpler to me. Something about the game starting simpler and gradually becoming more complex as you unlock new skills.
Well, i just had an idea. I wills crap my Resident Evil and Dreamworld projects and i will make a short original Psychological game. Hope this turns wells.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I'm thinking about Cosplay Crisis's final dungeon. I've added an extra section to it and changed the final boss and I can't believe I didn't do it sooner. Thinking of all the plot points I wouldn't have wrapped up if I didn't do this way gives me chills. Plus this battle feels a whole lot more epic than the other ones did. More final.

I'm also wondering if anyone will be ridiculous enough to reset their game from a savefile in order to see all three scenes in a specific section. You can only see one of these scenes per playthrough because they're similar but not.
So, I was pitching game story ideas to a friend, one in particular about a boy and his mother living on a distant planet, hiding from an evil galactic empire that is hunting people like them to exploit their magic abilities. The antagonist would be this menacing cyborg guy. And the main hero would carry a luminescent sword... And then my friend blurts "LOLSTARWARS" all of a sudden! And I'm like. >_> *Death Stare*

So now I'm thinking how many people would be cynic enough to dismiss this hypothetical game of mine as a mere rip-off, and how much could that really affect me in the long run. ...I'm also trying to figure out what's the best way to dispose of a body. Mmmh.

Edit: Haha! You're awesome, PentagonBudy. =)
author=alterego
how many people would be cynic enough to dismiss this hypothetical game of mine as a mere rip-off

I wouldn't dismiss it on premise alone, but it wouldn't interest me. This stems more from a personal distaste for evil empires, rather than thinking it is too similar to Star Wars. If anything, I'd consider changing the luminescent sword! It sounds like it's not a core detail, and not having glowy sword duels would lessen the LOLSTARWARS associations, I think.

I'm also trying to figure out what's the best way to dispose of a body. Mmmh.

This depends a lot on location. I personally prefer somewhere deserted enough that nature can quietly do the work for you, if you're in any kind of wilderness area. If the tools are available, then cutting up the body makes for easier transportation/handling in general. For more urban areas, if you can avoid leaving evidence then a warehouse/supermarket dumpster might do the trick. Burning the body is really not the best idea, as the smell tends to draw a lot of attention. This is going off the assumption that the body in question is a stranger rather than someone you know, too.

Edit: And I am boss contest entrying. The force action command is truly a mystifying thing. Stop targeting random enemies when I tell you to heal someone specific, stupid healer.
author=PentagonBuddy
Edit: And I am boss contest entrying. The force action command is truly a mystifying thing. Stop targeting random enemies when I tell you to heal someone specific, stupid healer.
Good Luck! I remember that I had a few problems with the force action command int the past too, but I'm sure you'll find a way =o

Currently I'm thinking about a different approach on mana, magic points or whatever resource you need to cast magic in my project. Maybe some sort of interval, that automatically fills up your MP-gauge, from time to time, depending on the mana-concentration in the current location. It would go really nicely with the story. But I'm not sure if it's a good idea to totally abandon the idea of mana-potions and stuff like that...
I'm thinking about my battle system and my character grow system, trying to find the sweet spot betwen "complex enough to be interesting", "simple enough that people will care" and "easy enough for me to implement that I won't finish it in the next iteration of the universe".
I'm currently juggling between having everyone have 100 HP or have base health ratings similar to Team Fortress 2 (125, 150, 175, 200, 300).
author=PentagonBuddy
This depends a lot on location. I personally prefer somewhere deserted enough that nature can quietly do the work for you, if you're in any kind of wilderness area. If the tools are available, then cutting up the body makes for easier transportation/handling in general. For more urban areas, if you can avoid leaving evidence then a warehouse/supermarket dumpster might do the trick. Burning the body is really not the best idea, as the smell tends to draw a lot of attention. This is going off the assumption that the body in question is a stranger rather than someone you know, too.


I'll be sure to never give you my address.
Max McGee
with sorrow down past the fence
9159
author=Darken
author=PentagonBuddy
This depends a lot on location. I personally prefer somewhere deserted enough that nature can quietly do the work for you, if you're in any kind of wilderness area. If the tools are available, then cutting up the body makes for easier transportation/handling in general. For more urban areas, if you can avoid leaving evidence then a warehouse/supermarket dumpster might do the trick. Burning the body is really not the best idea, as the smell tends to draw a lot of attention. This is going off the assumption that the body in question is a stranger rather than someone you know, too.
I'll be sure to never give you my address.

Fucking seconded. "Be wary of any man who keeps a pig farm."

Thinking about recording a "Let's Smoke" where I smoke lots of pot and then try to play an RPG maker game and record it.

I can't decide if that would be a service to the community or an awesome service to the community.
Craze
why would i heal when i could equip a morningstar
15170
I'm thinking about calling the battle demo Karsuman and I are working on Tall Menacing Building. Not sure though; all I know is that we're figuring out a plot for a short game involving lesbians and steampunk toys (maybe toys for for steampunk lesbians, or steampunk lesbian toys, but we'll see).

potential title for actual game: Phylomortis: Heroes Need Multiracial Lesbian Sex: A Game About Social/Game Design Commentary by Karsuman and Craze: Artificer 2