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Progress report - Complexity and the creative process.

  • Rayne36
  • 06/20/2018 05:04 AM
  • 322 views
I was on holidays from work for a couple weeks and had a visitor during that time.
Now I'm back to my regular programming schedule. :)

Many RPGs will throw around a few status effects or minor debuffs and call it a day. The strategy to combat seldom evolves further than the player putting on a piece of armor or utilizing a passive ability for protection.

I hope to surpass this trend with the way this game has continued to develop, and it feels like the next step in the evolution of the system I've created for myself over the years.
The second half of my game is made up of seven areas and I'm currently working on the third. As far as statistics are concerned I've set a consistent but slow development for the difficulty so far. I want the player to have time to adjust to changes in difficulty. I also don't feel constantly bombarding the player with a new equipment to match the upcoming challenge is a good way to facilitate remaining engaged with the experience.

Power creep is a precursor to predictable and mindless back and forth slugfests with what should be interesting bosses.
There is a point in many games where, as much as the player likes the experience, the novelty wears off and the system becomes a chore. My game is no exception to this. Subsequently the second half of the game less about lazy tactics like cranking up monster statistics, and more about giving the player all sorts of options to approach the situation.

Something I've rarely seen implemented well in any RPG is enemy parties working together against the player. Sure there's enemy healing in some games but that always turns into a minor annoyance that drags out the length of a fight.
That isn't necessarily a tactical situation and it's seldom fun.
The system I'm using is rather limited in how I'm able to tackle this issue, but there's a way to do it. What I'm attempting to create is a know thy enemy kind of experience.
Later in the game monsters will support each other. They will buff themselves.
Enemy groups will function as a unit as best as I am able to make them do so.

I hope this will bring something new to the table and help me grow as a creator.
Thanks for staying tuned to the project. :)