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Updated skilltree with improved graphics
  • Kaempfer
  • Added: 06/22/2020 07:49 PM
  • Last updated: 04/20/2024 04:31 PM
  • 3712 views

Posts

Pages: 1
Cool as heck. Are the Ogre battle icons supposed to represent class changes?
author=Dyhalto
Cool as heck. Are the Ogre battle icons supposed to represent class changes?


Yessir! The gold icons are the selected class, and the transparent ones are classes you can no longer take (they're mutally exclusive). For now (forever?) the top rank of classes is unattainable.

Most of the class change icons aren't from Ogre Battle (there aren't that many classes in that game), but all of this character's are.
love thisss!!! this gets me so excited
author=JosephSeraph
love thisss!!! this gets me so excited


This makes me very happy! There are a few of your battle animations scattered throughout the game that made my life a lot easier, so I'm glad you like what you see!
Updated this one with what is most likely going to be its final look.
Decky
I'm a dog pirate
19645
Glad you went with the black backgrounds. I think they work nicely in this situation by making the icons pop out more.
I agree! It feels more like a skill tree and less like a bunch of icons floating in space.
Decky
I'm a dog pirate
19645
This was the best part of the game IMO. I really liked the execution of the skill trees. It felt like I was being rewarded for doing my homework and prioritizing the most optimal skills early in the game. I loved the freedom of choice. For instance, Elle was handling most of the healing duties just fine with her song, so I was able to prioritize learning AoE abilities on my other characters to clear trash faster (instead of healing skills). Once I grabbed Elle's AoE magic, I took her off song duty (except on the final boss), leveled Sieg's single-target heal, and just had him heal people up between fights. Rally is shockingly good for being so low on the skill tree btw. I popped that on Elle during the quizzer fight and just kept her in near-perpetual Aria mode. I chose my secondary jobs specifically because their AoE options seemed juicy while I was previewing the trees. Despite a few bugs here and there (Aria IV not working, Wind III costing 0 MP, occasional skill cancellations) I'd say this is one of the deepest skill systems in a traditional 2k3 game because it felt like I was having a major impact on my gameplay experience; most skill systems feel like they are on rails and offer only the illusion of choice. Nicely done.
author=Deckiller

Damn, thank you! I really tried to push the DBS without making it too complicated for myself, and I wanted to give the player lots of options for how they tackled combat. One of my major goals was to reward people for using lots of skills so that they never felt like they were just using the Fight command over and over. I don't like when games have only one option for healer (or a character who is only capable of healing) so I gave every character some way of restoring HP, and tried to tweak each one to be a little different. Elle's songs are pretty overpowered in general (going to have to take a look at Aria IV not working right) because I felt like people tend to overlook "bard" types, and singing in games is usually pretty useless. I thought there was an opportunity in there for some slightly more interesting dynamics.

The next project I start will also have a skill tree in it, because I love them too despite how much work they can end up being. RM2k3's DBS is quite limited in a lot of ways (just having a general power for skills and attributes) so I had to get creative. Hopefully I won't have those restraints in the future.
Pages: 1