ADON237'S PROFILE

Adon237
if i had an allowance, i would give it to rmn
1743
future ruler of rmn





i didn't specify how far into the future

Diabolica
(In Development) A dungeon-crawler RPG focused on Alder's mission to appease his deity and ensure humanity an era of prosperity.

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greetings from the void

author=kentona
I have never matured... or gotten more competent. Good for you!


more mature and competent! still have a long ways to go it's a never ending process innit

Yes

i am indeed still living!

95 floors is all that i could think of content for... each group of 5 floors is themed, and so 95 / 5 themes makes 19 branches

i plan on having a post-game branch with optional superbosses of some sort, so this would make 100 floors and 20 branches, but for the game to be completed 95 is the number

A final farewell

i was a little concerned because i thought this was a farewell topic for marrend

Hella Updates~!

That is an interesting idea, I will see if I can get that to work and if so I'll keep it! Thanks Orochii :)

Some Changes & Mechanic Shedding

author=Porkate42
Man, you're adding a lot of stuff to your game, I'm genially excited for the next release!


Thank you much! I am trying to make Diabolica as good as I can possibly make it, and if that means re-doing chunks of work, then that's what must be done!

Elements Questions

author=LightningLord2
More elements are much like using big numbers - it makes the game more complex, but allows more fine tuning as you can make finer adjustments to how many elements a character has access to.


This is an interesting perspective!

author=watermark
I would recommend against too many elements unless the elemental battle system is a centerpiece of your game.

The reason is it's simply too hard for a player like me to keep track of that many elements. In a case like this I'd probably just equip the stuff that gives me the highest stats and maybe change it up if I enter an area that really requires an element of a particular type.


This is more of what I believe the problem may be. Thank you. I might strive to make Elements more integral in the battle system to address this issue!

Does this need to be 'remade'?

Maybe releasing a redux version to address some of the issues would be fine, but I wouldn't add much more content to this already excellent game. I think it'd be best if you worked on something new for us to try! You've definitely got the ability.

Battle Reserve

Excellent questions Liberty!

Revival in-battle occurs rarely given you have the infrequently appearing item "Stimulant". Even then, it can only be used on characters in the same battle party. (Everyone is revived with minimal HP after battle) Reserve members gain 75% of the experience that the active members gain in battle, so they will not fall so far behind to become unusable.

Additionally, there are sections (all Labyrinths) of the game in which dividing into two parties is required for a sizable period of time in which this mechanic isn't really usable but demands the use of all characters. However these sections are prominent and frequent enough where all characters will be gaining full experience.

The idea behind this is if your first party dies, the second party can take care of the already weakened enemy troop hopefully. This mechanic is used primarily during exploration of the world, where having your first battle party dying without backup would be a unnecessary hindrance to the process.

i'm tired so i'm not sure if i'm communicating clearly enough sorry :(

edit: I'm contemplating changing battle party size to 6 and getting rid of the reserve system, but it's just a thought.

Battle Reserve

I am glad you appreciate this idea, luiishu! Yes, I did not want only three of my characters to be useful, so to permit making battles harder and using all characters I have implemented this feature.

Battle Reserve

author=Porkate42
This game is gonna have a lot of mechanics isn't it?


Not really! Comparable to your typical RPG Maker project sure there will be a bit more, but it's not excessive at this point! Several things that I have mentioned through blogs and such may not even be seen in a future release. And unlike most devs here I detail the majority of my mechanics through the game page and as they're implemented.

You are seeing more about mechanics on Diabolica only because I mention them much more frequently than one might typically see from others. Also, many mechanics are small/minor mechanics that do not add any discernible complexity to the game but still have a function or are a component of a larger mechanic. (Not to mention nothing is permanent; any and all mechanics are subject to removal.)

I like letting people know I'm working on this. So by releasing details relevant to what I've been working on, I'm both communicating that and providing information that anyone could use or look at for future reference.