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Brain Overdrive

Okay, so my brain has gone into overdrive, so I just opened up Notepad and jotted down all of the below.

Crysalis use:
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Crysalis help-guide that can be accessed from a scroll Dante gives Tristian before they depart.

Extensive use could give way to new abilities tied with the element:

Eg. Tristian uses the Fire Crysalis 5 times to gain, say for example, Pyre Arrow or Pyre Slash ( fire-based weapon skills that will do effective damage against dark creatures/jellies/beasts ). This one is a bit harder to do, I admit. Since the events tied to the common event running this, along with all the conditional branches will make it extremely messy. Since Battle Engine Melody allows the use of variables to be attached to item use, both inside and outside of battle.

Hmm... that gives me another idea for 'stat boosting potions'. In a game where every stat matters, this could come in use. Too much chugging of the potions could result in nasty side-effects.

Or a 'crafting system' where the player collects 5 Crysalis' of one element, to be made into a 'Skill Orb' of sorts, which will give the player various skills in one go. I know it sound a bit generic, but I want to expand this system into more than
just a stat gain mechanic. Either the player can choose to boost their stats for a minimum amount, or keep the Crysalis' until they have enough for a... yeah, 'Skill Orb'. XD And this 'crafting system' could even give way to more game mechanics.

Jeez Louise, my brain hurts from all this. Guess Addit's review kicked my creative engine into high gear. XD I would not have thought of this had I still been hanging around RMW... One waits for weeks, if not months, to get feedback there.
*shakes head*


Oh, I've decided to opt out the party switching for Episode One. It will just be focused on Tristian and co for now ( since she's such an awesome lass :D ) I'm actually rewriting parts of the story so the game maintains its momentum from the beginning. Aaand I'm fleshing out the game world as well. I think I got lazy there, so I'm gonna take a leaf out of Enelysion's book.


Oh, and more tutorials. *Motoi Sakuruba's 'Keep Your Guard Up' plays* Ahem, I don't use it in the game, obviously.


Tristian: Don't you call me a dude again, Addit. XD I do like my low numbers. Quadruple digit stats have never appealed to me. I find them silly, to be honest. But it could be due to my Fire Emblem background as well...

Posts

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You're not alone there, yuna21. I prefer low numbers, even as small as Kingdom Hearts 1 (Sora's HP are around 18 in level 1. In KH II his biggest Max HP is 120, first time playing is 20, attainable only by unlocking. Can you imagine? A 21st century's Action RPG still use very low numbers?)! I don't like those 5 digits like in MMOs. Honestly, number digits are purely a matter of preference. They do give different feels, though.

Talk about low numbers, one of the reasons I LOVE Phantasy Star Online 2 is that the game still keeps low numbers like the good ol' days, not following the (free to play) MMO trend. 1000+ Max HP is considered ultimately high for the game :O. The bosses, though, do hold up millions of damage in contrast of the players.

Those ideas of yours isn't that hard to script, At least, for me :P Special for that side effect thing, I'm not a fan of that stuff :( I prefer things simple. It's okay if that one is really designed to have the side effect, but, not generally. That'll be a hassle.

Talk about side effects of potion drinking, it reminds me of a skill from a Touhou fighting game. A certain bunny-eared character can chug up potions to buff herself up. Chug too much and she'll explode, literally. She's not hurt, however.
Big numbers really might as well just be small numbers with a decimal. There's no heart to them :( I'll struggle to add +1 to my 12, but adding 75 to my 900 just feels like 'meh'.
For me, it's easier to see characters grow in power if I use low numbers as well. Anyhoo, I have to make a gam in a week, so expect no new updates until the 17th of Feb, at least. XD
author=yuna21
For me, it's easier to see characters grow in power if I use low numbers as well. Anyhoo, I have to make a gam in a week, so expect no new updates until the 17th of Feb, at least. XD

This.

Also, be careful with adding side effects and other shenanigans like that, because no one likes overblown systems with too many features to even count.
Addit
"Thou art deny the power of Aremen?!"
6394
Tristian: Don't you call me a dude again, Addit. XD

No, not unless you get some alternate costumes like what Lightning did in Final Fantasy XIII-3: Lightning Returns.

And I like the crafting system idea where you can either use your Crysalis’ now or save them to learn some powerful deadly skills later on. At least it gives the whole thing a bit more complexity compared to just using them on the fly just for the minor stat boost.

Although, if you do decide to use them for the stat boost (and I can’t remember exactly from the demo if this happened or not, since I think it only effects one particular statistic), you should be able to not only get a stat increase but also the 5% reduction to that particular element used and also 5% towards a random status inflection. This way, you have a choice: learn more powerful / usefuler skills to take down your enemies faster / easier or buff yourself out on crystal dust.
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