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Final note about survival
- Strangeluv
- 01/08/2011 01:16 AM
- 5599 views
I know I'd posted ideas about this concept early on, but this is the final set-up. I wanted to try something different and now I am trying my best to make it all balance out well. I don't want this game to be hard at all, but I want the player to be able to devise different "tactics" of play rather than button-mash.
OH, btw, Samson is no more... Resizing sprites proved too difficult for him. So I opted for "Daisy" instead. Not exactly ideal but her sprites work perfectly, in and out of battle.
SURVIVAL POINTS
• Survival Points (abbreviated SP) is the commodity used when selecting the skills given to your characters.
• A skill may either consume SP or replenish SP.
• SP is a shared commodity between Leo and Daisy (think about the Flower Points from Super Mario RPG). For example, if Leo uses a skill that consumes 2SP, that same 2SP will be lost by Daisy as well. And if Daisy uses a skill that replenishes 4SP, Leo will also gain 4SP.
• SP can be also be replenished by using the “Chewy Bone†and “Fish Tail†items.
• The Maximum SP is set at 10 and will never increase as the characters level up. They can reach Level 99 and the Maximum SP will remain at 10. The only way to increase the Max. SP is by collecting hidden “Green Balloons†throughout the game.
• SP is regained at a rate of 1 per every 90 seconds the player does not use the “Run†button.
The player will receive “After-Battle Rewards†if they have a high SP count at the end of the battle. This will come in the form of either of the following:
1. Extra experience points.
2. Party recovery boost.
The ability to obtain these are only possible if the party has a minimum SP of 6. The greater the SP at the end of the battle, the greater chance to get an After-Battle Reward.
The following TWO skills are equipped by default on Leo and Daisy:
1. ROLL – Standard attack. (0SP)
2. MAUL and TACKLE – Stronger attack; and attacks twice. (-2SP)
They are given SIX additional skills each at the beginning of the game. They may only “equip†three of these skills at a time on the main menu. The skills include:
LEO
1. ROAR – Leo doubles his offense for a number of turns. (+1SP)
2. WAR CRY – Leo can combo three to five times on his next Roll attack. Has a small chance of failure. (-2SP)
3. PLAYTIME – Leo runs a circle around Daisy. If Daisy is unconscious, she will be revived with a slight health boost. If Daisy is conscious, she will regenerate life for a number of turns. (-2SP)
4. APPLE – Leo recovers from any status effects and becomes immune to all status effects for a number of turns. (+2SP)
5. ENGUARDE – Leo boosts his defense and agility for a number of turns (+1SP).
6. HEART – The party recovers 1/3 of their life points. (-3SP)
DAISY
1. SNIFF – Daisy sniffs the battlegrounds and digs up any items there. Has a chance of failure. Only can be used once per battle if successful.(+2SP)
2. LICK – Daisy licks Leo. If Leo is unconscious, he will be revived with a slight health boost. If Leo is conscious, he will regenerate life for a number of turns. (-2SP)
3. NAPTIME – Daisy will take a nap, missing a number of turns, but will boost defense, recover from any status effects and regenerate life while asleep.(+4SP)
4. SNARL – Daisy growls at enemies, lowering their defense, may make them drop currency. (-2SP)
5. INTIMIDATE – Daisy growls at enemies, letting them drop more currency. (-1SP).
6. TANTRUM – Daisy unleashes a ferocious attack on all enemies. (-6SP)
OH, btw, Samson is no more... Resizing sprites proved too difficult for him. So I opted for "Daisy" instead. Not exactly ideal but her sprites work perfectly, in and out of battle.
SURVIVAL POINTS
• Survival Points (abbreviated SP) is the commodity used when selecting the skills given to your characters.
• A skill may either consume SP or replenish SP.
• SP is a shared commodity between Leo and Daisy (think about the Flower Points from Super Mario RPG). For example, if Leo uses a skill that consumes 2SP, that same 2SP will be lost by Daisy as well. And if Daisy uses a skill that replenishes 4SP, Leo will also gain 4SP.
• SP can be also be replenished by using the “Chewy Bone†and “Fish Tail†items.
• The Maximum SP is set at 10 and will never increase as the characters level up. They can reach Level 99 and the Maximum SP will remain at 10. The only way to increase the Max. SP is by collecting hidden “Green Balloons†throughout the game.
• SP is regained at a rate of 1 per every 90 seconds the player does not use the “Run†button.
The player will receive “After-Battle Rewards†if they have a high SP count at the end of the battle. This will come in the form of either of the following:
1. Extra experience points.
2. Party recovery boost.
The ability to obtain these are only possible if the party has a minimum SP of 6. The greater the SP at the end of the battle, the greater chance to get an After-Battle Reward.
The following TWO skills are equipped by default on Leo and Daisy:
1. ROLL – Standard attack. (0SP)
2. MAUL and TACKLE – Stronger attack; and attacks twice. (-2SP)
They are given SIX additional skills each at the beginning of the game. They may only “equip†three of these skills at a time on the main menu. The skills include:
LEO
1. ROAR – Leo doubles his offense for a number of turns. (+1SP)
2. WAR CRY – Leo can combo three to five times on his next Roll attack. Has a small chance of failure. (-2SP)
3. PLAYTIME – Leo runs a circle around Daisy. If Daisy is unconscious, she will be revived with a slight health boost. If Daisy is conscious, she will regenerate life for a number of turns. (-2SP)
4. APPLE – Leo recovers from any status effects and becomes immune to all status effects for a number of turns. (+2SP)
5. ENGUARDE – Leo boosts his defense and agility for a number of turns (+1SP).
6. HEART – The party recovers 1/3 of their life points. (-3SP)
DAISY
1. SNIFF – Daisy sniffs the battlegrounds and digs up any items there. Has a chance of failure. Only can be used once per battle if successful.(+2SP)
2. LICK – Daisy licks Leo. If Leo is unconscious, he will be revived with a slight health boost. If Leo is conscious, he will regenerate life for a number of turns. (-2SP)
3. NAPTIME – Daisy will take a nap, missing a number of turns, but will boost defense, recover from any status effects and regenerate life while asleep.(+4SP)
4. SNARL – Daisy growls at enemies, lowering their defense, may make them drop currency. (-2SP)
5. INTIMIDATE – Daisy growls at enemies, letting them drop more currency. (-1SP).
6. TANTRUM – Daisy unleashes a ferocious attack on all enemies. (-6SP)
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• SP is regained at a rate of 1 per every 90 seconds the player does not use the “Run†button.
*sits and waits for SP to recover
You're not supposed to sit and wait around for it to recover. It's just there as an option in case you get "stuck" anywhere. Recovery items will be cheap and plentiful. This isn't meant to be a difficult game.
Still... it's very unlikely the player will not run for 90 seconds. He will not gain that naturally. You should not force your player to stop doing anything and just sit and wait. Not in a game like that anyway.
You can either walk or run (by holding Shift). Don't have to sit still to recover; just have to walk normally.
The benefits to running:
1. You move faster.
2. Dodge enemies/obstacles easier.
The disadvantages to running:
1. Won't recover SP automatically.
2. Running triggers certain enemy encounters that won't occur while walking.
The benefits to running:
1. You move faster.
2. Dodge enemies/obstacles easier.
The disadvantages to running:
1. Won't recover SP automatically.
2. Running triggers certain enemy encounters that won't occur while walking.
go ahead and penalize your players for wanting to see more of your game sooner
If that's your wish.
(Just restore the SP - you'd think the extra encounters would be enough of a deterrent)
If that's your wish.
(Just restore the SP - you'd think the extra encounters would be enough of a deterrent)
author=ChaosProductions
go ahead and penalize your players for wanting to see more of your game sooner
If that's your wish.
(Just restore the SP - you'd think the extra encounters would be enough of a deterrent)
author=Strangeluv
If that's your wish... That's why it's there.
Is the word "optional" in your vocabulary? You're missing the point.
you have skills that recover sp in-battle, so why exactly is not recovering while run a big deal?
just equip a skill that recovers some and you're set, those skills actually have other uses than just recovering as well, so where's the problem?
most of the other skills cost very little sp as well
just equip a skill that recovers some and you're set, those skills actually have other uses than just recovering as well, so where's the problem?
most of the other skills cost very little sp as well
author=ChaosProductions
go ahead and penalize your players for wanting to see more of your game sooner
If that's your wish.
hahahahaha
It's just supposed to be an optional perk, like the after-battle rewards if you feel so inclined to save your SP until the end of a battle. And considering this won't be a hard game, it's pretty trivial to rag on something like that. I did change 90 seconds to 60 seconds, though.
While I see where chaos is coming from, this isn't WoW where a Mage needs to sit and drink after every battle. In general he'd be spot-on, but I think this works as-is (although lowering it to sixty seconds still makes sense).
golden sun ds restores ur sp while you are walking too, i like full recovery after battles like saga but, it works out fine
On a completely different note, are skills that add SP to the party's pool usable when there isn't enough room in the pool for the added SP? That is, if I have 9 / 10 SP, will I still be able to use a skill that grants +4?
If so, there could be a problem with the repeated use of those skills. Repeatedly stacking En Garde? Could get out of hand very fast.
If so, there could be a problem with the repeated use of those skills. Repeatedly stacking En Garde? Could get out of hand very fast.
Once you have enough SP, you'll be able to use the skill.
The stats do not stack, though. Enguarde will just inflict a status condition that doubles those stats for a set of turns.
That being said, I think I may have to rearrange some of those numbers.
The stats do not stack, though. Enguarde will just inflict a status condition that doubles those stats for a set of turns.
That being said, I think I may have to rearrange some of those numbers.
I get -SP skills; those are ingrained in us in an early age. I am asking about +SP skills. Are they disabled in the same way -SP skills are? That is, do they require that you have a certain amount of space left in your SP pool?
If they are, that could lead to some very cool juggling of SP balance to satisfy both types of cost.
If they are, that could lead to some very cool juggling of SP balance to satisfy both types of cost.
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