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Pandora's Present
Pandora's Present has been opened, and four kids are ready to fight the escaped evil!

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Simplified/Tactical Combat

This is a great article!
I have a very similar outlook regarding game design, well, minus all that dodging and missing RNG.

One attack I have in my game, for example, does 2 damage, but +1 for every hitpoint the user's missing. It's cool to calculate whether it'll do more damage than another one that also costs SP.

I really like your idea with crit damage. I might use that, but instead of crits doing +1 damage, they'll do damage equal to stat_X.
That way you can build towards crit damage, but might lack the crit chance, which would be another stat.
Interesting stuff!

Making Random Encounters More Bearable

Two other methods I've seen people use:
Have some kind of magic thingy in your dungeons that magically dis-/enables random encounters. Obviously placed at the end of the dungeon, so you can still search for treasure/hidden stuff after defeating the boss.

The other one is from cthulhu saves the world (pretty good game btw): Have a finite number of random encounters for each dungeon. If the player still wants to fight some monsters, have an optional start-a-random-encounter command in your menu.
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