BYAH'S PROFILE

Empty present boxes are like ice cream without ice or cream.
Pandora's Present
Pandora's Present has been opened, and four kids are ready to fight the escaped evil!

Search

Filter

Finstermen05.png

Haha, that's exactly the kind of nonsense text I was looking for when doing these NPCs. :D
Where were you when I needed it the most?!

Monster Creation, Design and Inspirations

When designing monsters, I generally look at their common represantion and then redo them in my own style.
For example, here is a gnome from my game:

He's mostly inspired by garden gnomes with a hint of Smurf, except there is something far more sinister behind that hollow and purely evil facade that he calls his face...sorry, I let my gnome hate get the better of me...again (it only ever happens every other year, I swear!).

After I'm done with the visual representation, I look at the image and think about what kind of abilities the enemy would have, as well as read about how they're typically portrayed in folklore/media.

In this case he has a standard attack that involves him flinging stones at you and a special ability that let's all his pure hatred for love, living beings and America be manifested into something more physical.
It's called "Giggle" and it makes the gnome's next attack do a lot more damage.

This is how he looks a turn before attacking:

The graphic change makes it easy to see what's happening and gives the player time to react with guard, blind or something similiar.


Another example is the dwarf warrior (too lazy for pictures!) that gets drunk during fights, which increases his HP and ATK, but poisons him. He can also use the attack "Drunken Fist" only while drunk, which poisons targets.

I generally try to give monsters few, but distinct abilities.

Finsterling

Sorry for the late reply.
The font is called Pixelade and can be found here http://www.dafont.com/pixelade.font

I'm currently planning to work on this project again and I've updated the portraits of the Elder as well as his granddaughter, who's received a name change from Mina to Merlee.
Before that however, I'm going to finish a side project of mine first. The profile for it has been submitted already and I hope to finish it in 2, maybe 3 weeks.

Look forward to more information regarding Finsterling in the future...hopefully! :P

Edit: Oops, corrected the link

finsterling11.png

author=TheRexion
author=doomed2die
The MP bar really looks like "HP." It'd be better if the pixels moved downward as they went towards the center.

Looks cool though!
I believe that says AP. The top pixels of the A are over the black outline of the HP, thus making them hard to see.


Yeah, it's actually AP. I can see it just fine, but it's not a problem anyway when you play it.

But it's funny how you notice all those little things, after you upload an image, like:
-the g's are cut off on the second line of the spell description
-Link's the elf's bow is missing the bowstring (forgot to update the battler graphic)
-the remaining CD text on Hex isn't as big as the AP cost number (I'll probably change it to a 25 AP cost anyway)
-the HP number is hard to read (but then again, that's only on the skill selection screen)
-the background is kinda empty (I hate doing them! :X)
-hey, that elf looks like Link! (j/k, that was deliberate!)

Will fix most of those though.

author=Irili
Look! It's Link! Let's kill him!


First Navi, now Link? Not sure if you even like Zelda games...!

finsterling10.png

I'm just kidding of course, no real Pokemon (tm) are in my game.

And thanks you two.

Finsterling

author=Link_2112
But in his league of bad guys he could be a hero! haha

I haven't had any inspiration, I seriously have been keeping it on my mind. I'm hoping that in my daily travels I see something that triggers a good name and I'll share :P


Eh, no need to worry. I'm sure I'll come up with something (like I will come up with a titlescreen some day!). Thanks for thinking about it though. :)

@Idida1:
But the Black Knight's not the hero just yet! :P
Nah, the game's not THAT whacky that I'd call him Batman. B-Man's still on the table, though. Beeman?

I will suckle on your opinions like they are the teat of inspiration

I'd be fine with static frontview pictures. Maybe start by making them static, and then add animations later on when everything else is pretty much done.
I mean, yeah, sideview with dozens of cool and unique animations would be pretty awesome (dancing idle animation!), but in the end it's more important not getting overwhelmed and running increasing the risk of not finishing your game.

And you'd probably add more detail to the frontview battlers, so it's not like there's no upside!

Enmity

I like the idea of off-tank in a pinch more than tank dead = gameover. Threat focused gameplay can definitely work in a turn based RPG, haven't seen it that much though.

Statuses

@prexus: Well, you could use an AoE attack after you gain the aim buff, or use a high cooldown/cost skill that does a lot of damage or maybe it's a buff only a healer can cast. Aim would also increase in usefulness, if you obtain equipment that increases your crit damage or your characters gain HP/MP or buffs or whatever when they crit. You might also want to be cautious when a boss gains aim.
As you said, it heavily depends on how your game handles critical hits.

@Adon: You should definitely change that. :X If it doesn't even give a 100% hit chance, players probably wouldn't waste a turn casting it, and it's only for the next attack. Aim could also simply increase the hit chance to 100% for x turns, if your games has some inaccurate skills. Though I prefer not having a miss chance to begin with.



Statuses

Here are some random ones I thought up/ripped off from some games:

Block X: Prevents an element or magic school from being used. Only one element per target can be blocked . It's basically a reasonably powerful version of silence.

Blind: Critical hit chance reduced to 0%. I hate missing, and this version of blind can also affect casters, if your game allows them to crit.

Curse: Can not be healed/can not gain buffs/take extra damage. This one could do a lot of different things. <3 Curse.

Rage: Only offensive skills may be used. Good against buffing/healing opponents. Could also increase attack or something.

Aim: Your next attack hits criticaly, only lasts until an attack is used obviously.

Holy Shield: Immune to debuffs.

Sanctum: Immune to all, but cannot act. Especially good if your game allows skills to be used on friends and foes.