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Realistic explanation?
Same way you can wear a shirt and a coat!
The armour categories are pretty generically defined down to single items, as I see no real purpose to have separate armours with ever so slightly different stats. The bonuses are all low and require using multiples to stack up. In a databasing sense it's just cleaner and more logical to keep the gear to one set each (armour: def, helmets: mdf, boots: agi etc) and just rely on artistic licensing for the immersion quality:
it's not actually two of the same armour you're wearing: it's one shirt and one bulletproof vest! :D
Same way you can wear a shirt and a coat!
The armour categories are pretty generically defined down to single items, as I see no real purpose to have separate armours with ever so slightly different stats. The bonuses are all low and require using multiples to stack up. In a databasing sense it's just cleaner and more logical to keep the gear to one set each (armour: def, helmets: mdf, boots: agi etc) and just rely on artistic licensing for the immersion quality:
it's not actually two of the same armour you're wearing: it's one shirt and one bulletproof vest! :D
Plans thus far!
Edited the post a tad; the idea I left out was Shuttle Missions, which I've managed to implement (also got a screeny up, although it doesn't show a whole lot)
As for classes unlocking at levels...well, I've been toying with the idea of adding requirements to unlock the classes, but not sure whether or not I want to. The idea was that you always have access to your classes and characters and only small bonuses from levels and gear are acquirable over time.
Although I also don't know how to code in a class level requirement with the script.
The obvious idea I had was to just make a mission that would unlock it, but am still deciding between that and just having it freely available.
As for classes unlocking at levels...well, I've been toying with the idea of adding requirements to unlock the classes, but not sure whether or not I want to. The idea was that you always have access to your classes and characters and only small bonuses from levels and gear are acquirable over time.
Although I also don't know how to code in a class level requirement with the script.
The obvious idea I had was to just make a mission that would unlock it, but am still deciding between that and just having it freely available.
Syma
There already is a megaboss in Episode V. A sort of "boss mission" to challenge all the other missions before it.
Baseship.png
Honestly just thought it looked better than having them closed.
But hey, it's space-age with magic! Forcefields and such to keep the air in :D
But hey, it's space-age with magic! Forcefields and such to keep the air in :D
Logical Dungeons in RPGs
I've actually been pondering this myself recently.
My latest project is a hub-based missions system and I've been making an effort, for the above reasons, to try and put a bit more of an explanation behind the missions.
You're not just going to a cave with a maze in it; you're going to a fugitives hideout where they've been living in secret.
It's a small thing, but I'm all with you in concept; having that bit of reasoning behind adds some good immersion support for you; although I also do agree that illogical dungeons don't really hurt a game either. Willing suspension of belief tends to cover that and just let you focus on the core gameplay/storytelling without worrying about who exactly maintains and restocks these thousand year old booby traps.
My latest project is a hub-based missions system and I've been making an effort, for the above reasons, to try and put a bit more of an explanation behind the missions.
You're not just going to a cave with a maze in it; you're going to a fugitives hideout where they've been living in secret.
It's a small thing, but I'm all with you in concept; having that bit of reasoning behind adds some good immersion support for you; although I also do agree that illogical dungeons don't really hurt a game either. Willing suspension of belief tends to cover that and just let you focus on the core gameplay/storytelling without worrying about who exactly maintains and restocks these thousand year old booby traps.
[vxa][request] looking for artist to design a jazzy title screen!
Bug Reports
Terrain damage is only part of the damage. You take damage as time passes as well; the terrain damage is just there to makeit hurt more.
I'll edit the briefing text to make this clearer in the next episode :)
I'll edit the briefing text to make this clearer in the next episode :)
[vxa][request] looking for artist to design a jazzy title screen!
As title really; I'm just wanting a more "stand-out" title screen to suit the theme a bit better. I made up a title screen to suit the visual appearance of the battles, but it doesn't really fit the overall vibe of the game's setting.
It's a sci-fi/magic mix based in future/space with an appropriately future-y looking windowskin and most of the tileset graphics being space-y or modern to some degree.
I'm just looking for a bored artist who fancies drawing me up a shiny title screen that really feels more at home than the current one.
Oh, you want specifics? Well I'm envisioning something with a vibe akin to that of the windowskin; very tech-y and future-y, but at the same time isn't just blatantly a sci-fi thing; just a hint of "magic/fantasy" somewhere. If possible ;)
The game: Syma
The screenies include images of the windowskin and tilesets, but if you need/want any other graphics (charsheets etc) or details, just let me know and I'll do what I can to help.
Cheers :)
It's a sci-fi/magic mix based in future/space with an appropriately future-y looking windowskin and most of the tileset graphics being space-y or modern to some degree.
I'm just looking for a bored artist who fancies drawing me up a shiny title screen that really feels more at home than the current one.
Oh, you want specifics? Well I'm envisioning something with a vibe akin to that of the windowskin; very tech-y and future-y, but at the same time isn't just blatantly a sci-fi thing; just a hint of "magic/fantasy" somewhere. If possible ;)
The game: Syma
The screenies include images of the windowskin and tilesets, but if you need/want any other graphics (charsheets etc) or details, just let me know and I'll do what I can to help.
Cheers :)
Dungeons, Length, and You!
The FF7 section is a good example, actually. S'one of those things: good design is often missed because the best design is the immersive kind that you don't even notice while playing.
Personally I've taken to smaller dungeons lately; quick runs here and there that allow regular changes to gameplay, battles, maps etc.
My current project is based around multiple small dungeons as a hub-based mission/dungeon crawler. Such short dungeons may not suit certain games, but it does open up some new oportunities. A large dungeon requires time and effort to keep it visually interesting and, as said above by LockeZ, eventually you'll need to freshen it up somehow anyway.
With more but smaller dungeons you have the option of changing scenery and using different styles and maps a lot more freely, rather than feeling restricted to one or two tilesets that suit the current mega-dungeon. Only problem with this is that you need to do something to make sure it doesn't wind up playing schizophrenically.
Personally I've taken to smaller dungeons lately; quick runs here and there that allow regular changes to gameplay, battles, maps etc.
My current project is based around multiple small dungeons as a hub-based mission/dungeon crawler. Such short dungeons may not suit certain games, but it does open up some new oportunities. A large dungeon requires time and effort to keep it visually interesting and, as said above by LockeZ, eventually you'll need to freshen it up somehow anyway.
With more but smaller dungeons you have the option of changing scenery and using different styles and maps a lot more freely, rather than feeling restricted to one or two tilesets that suit the current mega-dungeon. Only problem with this is that you need to do something to make sure it doesn't wind up playing schizophrenically.
Dungeons, Length, and You!
"should" last?
There's no standard time, it just depends on the style of the game in question. FF is based around linear dungeon diving, so having length dungeons between the story is what they aim for, and it works for them.
But some games are based around much shorter dungeon runs, and others based around extensively long or repeatable dungeons, because it suits them.
Any work in the end so long as it fits. All that matters is that short dungeons don't feel unsubstantial, while long dungeons remain interesting.
There's no standard time, it just depends on the style of the game in question. FF is based around linear dungeon diving, so having length dungeons between the story is what they aim for, and it works for them.
But some games are based around much shorter dungeon runs, and others based around extensively long or repeatable dungeons, because it suits them.
Any work in the end so long as it fits. All that matters is that short dungeons don't feel unsubstantial, while long dungeons remain interesting.