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3 Hour Game Day #2
What are you listening to?
An AWESOME Chrono Trigger´s Robo remix from OC Remix :)
Here is the link:
http://www.ocremix.org/remix/OCR00988/
Here is the link:
http://www.ocremix.org/remix/OCR00988/
General Feedback Topic
Austra: Well I prefer norse or celtic mythology myself, but greek is also cool, what matters is how you execute it.
Asa: That would be awesome, It brings me the suikoden cook duels to mind (best cooking minigame IMO).
Asa: That would be awesome, It brings me the suikoden cook duels to mind (best cooking minigame IMO).
General Feedback Topic
Chef you mean cook? If so it would be damn right interesting :D
Anyway, for my games nom-mech battles I decided to set for 3 types of skills:
-Close combat - swords, beam swords, daggers, martial arts etc > Lowest damage, but best hits, almost no miss
-Ranged - Guns, rifles, machineguns, beam weapons - low accuracy (distance) but strong hit, nearly death to low armor characters/enemies.
-Ether craft - Spells - Both good damage and hit, but cost EN proportional to the advantages
Anyway, for my games nom-mech battles I decided to set for 3 types of skills:
-Close combat - swords, beam swords, daggers, martial arts etc > Lowest damage, but best hits, almost no miss
-Ranged - Guns, rifles, machineguns, beam weapons - low accuracy (distance) but strong hit, nearly death to low armor characters/enemies.
-Ether craft - Spells - Both good damage and hit, but cost EN proportional to the advantages
Replacing FF Music
LOL My music tastes are kinda similar to Suzu´s :P
Best bet are more obscure RPGs, or you can pick some known theme and edit with a midi editor, I remember exchanging instruments and tempo for FF6 boss battle and it felt quite different :P
Best bet are more obscure RPGs, or you can pick some known theme and edit with a midi editor, I remember exchanging instruments and tempo for FF6 boss battle and it felt quite different :P
Release Something! Day V for Vendetta [Dec 21st]
Add me in on the fun, no game though, but a lot of free to take VX graphics ranging from NPCs and objects to tilesets.
Benefits of a world map?
I really think ppl should explain their examples when they ask questions. I played too little from post PS1 games (and the bits I played for most bored me, at least in RPGs) so I assume ToS is Tales of Symphonia, but no idea what the game is like. For Zelda... Snes Zelda only here.
Anyway, I like Chrono Trigger´s World maps the best: No battles, a decent sence of proportion for what the game gives you and an interesting navigation concept (you only entry a place after reading its name and pressing confirm).
Arc the Lad II was actually similar and better: you did have a HUGE world, but you explored sections of it in mini CT style world maps, then with airships you could travel from one mini world map to the other.
This last one is similar to my game´s concept: I first have a huge space map, navigable by starship only, no ramdom encounters, but you do have event encounters on certain points. Then when you reach a planet, you can chose a landing area either in the surface or one of its moons.
This area is a mini world map, limited to a certain extent. Those area maps work much like the space ones, just that you don´t use spaceships on then and event encounters might happen in hostile areas.
Anyway, I like Chrono Trigger´s World maps the best: No battles, a decent sence of proportion for what the game gives you and an interesting navigation concept (you only entry a place after reading its name and pressing confirm).
Arc the Lad II was actually similar and better: you did have a HUGE world, but you explored sections of it in mini CT style world maps, then with airships you could travel from one mini world map to the other.
This last one is similar to my game´s concept: I first have a huge space map, navigable by starship only, no ramdom encounters, but you do have event encounters on certain points. Then when you reach a planet, you can chose a landing area either in the surface or one of its moons.
This area is a mini world map, limited to a certain extent. Those area maps work much like the space ones, just that you don´t use spaceships on then and event encounters might happen in hostile areas.
RPG Mechanics I - HP to Damage Ratio, Other HP Related Discussion
Ideal Questions
What is the ideal damage to HP ratio in an RPG?
>It depends on characters, in my game, human vs human battles is quite risky since hp is not high and damage by certain weapons (like guns) is really strong (but guns can miss often). For mechs however, HP is plenty and damage is low compared to it, however you cannot heal mech HP inside battles, and out of then it is expensive.
Should it damage received increase faster than HP over time? Should it increase slower than? Should the remain proportional? Inversely proportional?
>Should remain stable.
For that matter, what should the difference between starting HP and ending HP be? Ten times? One hundred times? Three times? Should it reach four digits at all? Five digits?
>No difference or almost none. My point is: HP means the the integrity of a character´s body, meaning how much of the body is in one piece and working (my base is GURPS) and only that, so I always find it too damn stupid when the healer girl get more hp than a truck sized dragon. How come a frail human sized girl withstand more direct damage than a huge ass ubber muscular animal? This tottally screws with my imagination of battle sequences.
Also HP for humans in my setting is kept strictly to 2 digits, including enemies. For mechs it stays 3 to 4 digits.
What can HP represent, other than physical health? Evasion? Shields? Sanity? Bankroll? Is it necessary to break away from physical health?
>Just physical health, or as I said, body integrity (a mystical flame or ghost has no physical health, and a mech has physical integrity, but not health, YES I do think about those minor details), you know, we have other stats besides hp which SHOULD BE USED for God´s sake. Wish ppl paid more attention to that.
Lastly, what should the difference between various character's HP? Should one character's HP ever be triple that of another character's at equal level? Should it even reach twice that? 150%?
>As much as body integrity would differ between characters, sure your strong barbarian can take more sword hits to his meat than our previous mentioned frail healer girl, but he won´t take 100 times more direct (after def and evasion are deduced) damage than her, like if he would be slashed 100 times he´d eventually become a bloody mess far before the count ends :P
What is the ideal damage to HP ratio in an RPG?
>It depends on characters, in my game, human vs human battles is quite risky since hp is not high and damage by certain weapons (like guns) is really strong (but guns can miss often). For mechs however, HP is plenty and damage is low compared to it, however you cannot heal mech HP inside battles, and out of then it is expensive.
Should it damage received increase faster than HP over time? Should it increase slower than? Should the remain proportional? Inversely proportional?
>Should remain stable.
For that matter, what should the difference between starting HP and ending HP be? Ten times? One hundred times? Three times? Should it reach four digits at all? Five digits?
>No difference or almost none. My point is: HP means the the integrity of a character´s body, meaning how much of the body is in one piece and working (my base is GURPS) and only that, so I always find it too damn stupid when the healer girl get more hp than a truck sized dragon. How come a frail human sized girl withstand more direct damage than a huge ass ubber muscular animal? This tottally screws with my imagination of battle sequences.
Also HP for humans in my setting is kept strictly to 2 digits, including enemies. For mechs it stays 3 to 4 digits.
What can HP represent, other than physical health? Evasion? Shields? Sanity? Bankroll? Is it necessary to break away from physical health?
>Just physical health, or as I said, body integrity (a mystical flame or ghost has no physical health, and a mech has physical integrity, but not health, YES I do think about those minor details), you know, we have other stats besides hp which SHOULD BE USED for God´s sake. Wish ppl paid more attention to that.
Lastly, what should the difference between various character's HP? Should one character's HP ever be triple that of another character's at equal level? Should it even reach twice that? 150%?
>As much as body integrity would differ between characters, sure your strong barbarian can take more sword hits to his meat than our previous mentioned frail healer girl, but he won´t take 100 times more direct (after def and evasion are deduced) damage than her, like if he would be slashed 100 times he´d eventually become a bloody mess far before the count ends :P
What annoys you in a game?
Actually, parallel to what Chaos said:
I hate and I DAMN HATE! When ppl try to innovate with systems that doesn´t connect to the other aspects of the game (plot, settings etc). Like Materia and Guardian Force system which assume that characters are completely stupid without materias or gf´s equipped. (What kind of thief requires a materia to steal? seriously) There is so much to be improved in making gameplay fun AND consistent with other elements, but instead of thinking on sollutions for those important issues, ppl just prefer to ramdomly create new elements which cause more problem (hello Element system in Chrono Cross).
As for namming: I think names should match the concept of what they name, for the sake of coherence which is an underrated CORE factor in rpgs (I don´t bother with it in fighting or action games). If you have liquid made by a wizard inside his cave in a fantasy setting... potion is just fine. But if your game is set in our world and you have industries producing strong healing medicine through chemical work, then maybe medicine, remedy or something like that might fit better. Ppl shopuls stop thinking on what is original or what will be as cool as final fantasy and define things for what they would be called in the game setting.
I hate and I DAMN HATE! When ppl try to innovate with systems that doesn´t connect to the other aspects of the game (plot, settings etc). Like Materia and Guardian Force system which assume that characters are completely stupid without materias or gf´s equipped. (What kind of thief requires a materia to steal? seriously) There is so much to be improved in making gameplay fun AND consistent with other elements, but instead of thinking on sollutions for those important issues, ppl just prefer to ramdomly create new elements which cause more problem (hello Element system in Chrono Cross).
As for namming: I think names should match the concept of what they name, for the sake of coherence which is an underrated CORE factor in rpgs (I don´t bother with it in fighting or action games). If you have liquid made by a wizard inside his cave in a fantasy setting... potion is just fine. But if your game is set in our world and you have industries producing strong healing medicine through chemical work, then maybe medicine, remedy or something like that might fit better. Ppl shopuls stop thinking on what is original or what will be as cool as final fantasy and define things for what they would be called in the game setting.
Universal Language - Chapter 1
author=suzuricho link=topic=2572.msg47634#msg47634 date=1227895826
I shouldn't say so much because I did this too, but it's just easier to make it all about the supernatural without having to think so hard. *shrug* I'm not saying that to cover my ass, I'm just saying it because it's true.
A real political story that keeps someone engaged is hard to write. It's hard to write interesting politics, I know this because my major project is behing held up because I'm still trying to stretch my brain around it.
Not saying that I hate all games which do have some supernatural enormous power behind all political plots (I still like Dondoran and am interested in your game qhich I must get back to the demo once I have quality time again... after exams >.<). My point is that nowadays whenever I see a political driven game I know that it in the end it is not about just humans. Also I take special pleasure in mercilessly massacring human villains, they are more like the real villains in our world who I´d love to destroy in a less camouflaged way. Monsters sometimes (not all times, but specially Arc the Lad II here) feel like censourship, as if "killing humans is wrong even if they are bad, so kids, the badguy is not human, have fun" Arc II really pissed me off at this btw XD
And well, ppl who like political stories are a niche, no need to try to please everyone, if you do have an at least good political definition, ppl who like that will do. Most ppl would only like it if it were done in certain fashion, but then if it is all background/optional they´d ignore it altother.













