Add Review
Subscribe
Nominate
Submit Media
RSS
THE Captain's Log #8 - Doing uninteresting things
orochii- 08/25/2012 05:44 PM
- 264 views
Sponsored by...


'Ello! Doing uninteresting stuff is fun. This week, I have devoted myself to balancing and re-balancing. I have been lowering numbers on my game, so I have to balance some battles, and also work on them to be less... stupid (attack attack attack attack attack attack attack attack attack attack).

This is part of my planning document for numerical stuff C:.
For example, I balanced the "double attack", making it still worth it, but also making viable using the normal weapons. Double attack has low damage input (little less than normal damage, counting both hits), but high critical ratio, in a two-hit action (if you get ONE critical, it could do like... 2 times the normal damage, and if you get 2 criticals... 3 or 4 times?).
I made it so obtaining at least one critical per normal battle were easy. It depends on the equipped weapons, but anyway! (also single weapon attacks, since they are skills, can't do critical, so it makes them to stay way more apart one from the other...).
Also, while balancing, I get to think of better skills. I hate that my game is a little plagued of fire45s. I still try to make them a little different one from the other, and I use "skill upgrading" instead of stacking all same-technique versions. But still, I want some more variety.
One of the new skills makes drain techniques to work inversely. It means, that if monsterX tries to drain life from characterX, and he "activated" the skill, the monster will give its life to its target. It works by using the elemental resistances. It's one of the great things in RM2k3 (dunno if RM2k too)... damage output can be negative x'D!.
Drain techniques are somewhat common in my game (decreases your potential damage while throwing you to the reds), so it will make some sense. Also, because getting to 0MP makes you faint (talking about mana draining).
The other thing is a Autolife-like skill. It's kind of easy how it works. It resembles more to the "Endure" skill from Pokémon, but it does the same at the end. If one character has "whatevericallthestatus" status, when receiving lethal damage, the character will end at 1HP. That will make me to worry less from doing absurd killing machines! MWAHAHAHAHA!!!
And so, I think that leaves some more stuff clear of how the game is going to be. Sorry I don't have anything more graphical to show this week, but planning and overall design work (and college) takes its time!
Salut,
Orochii Zouveleki











