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Encounters & Dungeon Design
Also should note that some of those event ideas doesn´t just serve to avoid battles but to give you an advantage on them. If you get a way to damage the enemies on map (like blasting some fuel barrels near soldiers) and you still engage them, they will start already damaged or even sufering from burning status.
Another cool thing I like is what Chrono Trigger does with funny encounters, like guys throwing stones at you, or those traps in the sewers where you even get a fake save point triggering a battle.
Another cool thing I like is what Chrono Trigger does with funny encounters, like guys throwing stones at you, or those traps in the sewers where you even get a fake save point triggering a battle.
Are you happy with how your life has turned out?
Interesting topic...
Well I am happy with how my life is developing, aside from some debts, which shall be paid with how things are getting better and better, things are just fine.
I´ve quit two university courses for lack of money back then and despite of that I am working with what I like and earning enough to make a living for wife and me (no kids and no plans for that) pay off debts gradually and still buy some stuff I like here and there.
What do I work with? Pixelartist freelancer, sounds silly but with time and experience things are working out just fine and I still get to practice to make better graphics on my own project so it is fun, good learning experience (nice to see how market works too) and is gradually paying better.
Wife is mostly fun and really devoted and caring, could never complain about that. She respects my hobbies with games, building mech plastic models and so on, respects my job and stayed by my side supportively even in hard times with my job. Surely we do have our issues but I guess it comes from gender, background and age diferences (I am 10 years older than her).
Maybe I wish I could see my friends outside the internet more often, but I am happy that at least I have a lot of good and reliable friends who are there for me even in distance, people who supported me for real when I traveled far to face my woman´s family and bring her with me.
Guess the only issues I gotta workout within myself are to befine my directives better and invest more time on my ideas because I feel they can take me far and many of my clients actually say that.
Well I am happy with how my life is developing, aside from some debts, which shall be paid with how things are getting better and better, things are just fine.
I´ve quit two university courses for lack of money back then and despite of that I am working with what I like and earning enough to make a living for wife and me (no kids and no plans for that) pay off debts gradually and still buy some stuff I like here and there.
What do I work with? Pixelartist freelancer, sounds silly but with time and experience things are working out just fine and I still get to practice to make better graphics on my own project so it is fun, good learning experience (nice to see how market works too) and is gradually paying better.
Wife is mostly fun and really devoted and caring, could never complain about that. She respects my hobbies with games, building mech plastic models and so on, respects my job and stayed by my side supportively even in hard times with my job. Surely we do have our issues but I guess it comes from gender, background and age diferences (I am 10 years older than her).
Maybe I wish I could see my friends outside the internet more often, but I am happy that at least I have a lot of good and reliable friends who are there for me even in distance, people who supported me for real when I traveled far to face my woman´s family and bring her with me.
Guess the only issues I gotta workout within myself are to befine my directives better and invest more time on my ideas because I feel they can take me far and many of my clients actually say that.
Game Drive Week 03

Elizabeth Beleryon is a very lonely scientist on the field of Ether Technology. Daughter of doctor Yorus Beleryon from the prestigious Elfheim academy who was always to busy with his work to care for his family, specially after Eliza´s mother and sister died on a car accident. This led Eliza to devote her life to science to try and get closer to her father, but the devotion to science seems to have caught her in the same way as her father making her a lot like him and setting her away from social interests besides those required for her research. She is so devoted that she is willing to sacrifice anything and anyone to attain the knowledge she desires.
Now her and her research partner Ladea were selected to be part of a special project by Yggdrasil Foundation and the Royal army to create a more advanced system to control and interface with machines using Ether embeded on engeizers (mechs) and due to their extraordinary abilities in Ether manipulation, Eliza signed herself and Ladea as test pilots for the 2 prototype units loaded with the new system.
Little does she know that many parties are after those prototypes and that her devotion to science will lead her to a lot of danger.
Encounters & Dungeon Design
Just brilhant Craze. Even with my deep dislike of random encounters (I think the dungeons look empty :P) it makes things look fresh and inteligent to me.
Encounters & Dungeon Design
post=calunio
I just want to say that I like the idea of dungeons with less encounters but more difficult ones. Like a bunch of small bosses?
I highly second that. This avoids boring pointless battles.
That Final Stretch
Ghostman got a point which I forgot: leaving stuff to be discovered.
This has a key factor: players have different motivations and if the mystery is completely unveiled before the last and largest effort part in the game, any player who disagrees with the characters actual motivation, ot simply finds it predictable or the ending to be predictable might feel bored.
Sure a boring ending is bad, but it can be forgiven if everything else is good to me. However if before beating the game I can see that, I probable won´t bother finishing it and may just move on to the next.
This has a key factor: players have different motivations and if the mystery is completely unveiled before the last and largest effort part in the game, any player who disagrees with the characters actual motivation, ot simply finds it predictable or the ending to be predictable might feel bored.
Sure a boring ending is bad, but it can be forgiven if everything else is good to me. However if before beating the game I can see that, I probable won´t bother finishing it and may just move on to the next.
Encounters & Dungeon Design
Well I think the issue with most touch encounter games is being purely touch encounters.
What I mean is: Battles can be triggered and avoided diferently once you actually has enemies on map. So maybe you have disposable trap itens that you lay on the ground and they´d destroy an enemy which touches it, serving more or less like Smoke bombs or warp stones that let you flee from random battles in FF.
you may also have enemies with different patterns or maybe a Cloaking skill that renders you invisible.
In my game I´ve chosen to use both itens and map events that act like puzzles, so you either:
A - You go there and fight the enemies head on, they can actually engage you from a distance sometimes (like in Chrono trigger)
B - you can use itens to temporarily halt enemies or skills to pass undetected. All very costly and works for very short time.
C - Exploit the map, you can find a contral room and disable security systems, you can attract an enemy to an area and trap him there between doors and so on.
This all taking in consideration what each dungeon should portray: A fortress, a lab, a cave etc
If the place I meed to build is a cave and I need it narrow, unless by plot I need it so narrow that only one person can pass, I will make it narrow by two tiles and maybe add a larger room before that to which I can attract the enemy, turn around some pillar and go back through said narrow place.
What I mean is: Battles can be triggered and avoided diferently once you actually has enemies on map. So maybe you have disposable trap itens that you lay on the ground and they´d destroy an enemy which touches it, serving more or less like Smoke bombs or warp stones that let you flee from random battles in FF.
you may also have enemies with different patterns or maybe a Cloaking skill that renders you invisible.
In my game I´ve chosen to use both itens and map events that act like puzzles, so you either:
A - You go there and fight the enemies head on, they can actually engage you from a distance sometimes (like in Chrono trigger)
B - you can use itens to temporarily halt enemies or skills to pass undetected. All very costly and works for very short time.
C - Exploit the map, you can find a contral room and disable security systems, you can attract an enemy to an area and trap him there between doors and so on.
This all taking in consideration what each dungeon should portray: A fortress, a lab, a cave etc
If the place I meed to build is a cave and I need it narrow, unless by plot I need it so narrow that only one person can pass, I will make it narrow by two tiles and maybe add a larger room before that to which I can attract the enemy, turn around some pillar and go back through said narrow place.
Elemental Weaknesses (and battles that make you think)
post=LightningLord2
I think that there are a lot of ways to make the element system interesting, and there should be some kind of other mechanic besides damage multiplier.
I like that concept, however very few games do that.
And I am not refering to obvious things like Saga Frontier where fire lets the target character burning, ices usually freezes enemy and so on... I am talking about first rpg I played: Chrono Trigger.
And seriously, Chrono Trigger, in my opnion, is the j-rpg that most sucessfully made all battles rounded to some degree of fun and interest.
I like how the same spell affects enemies in different ways, not just bosses. One cool example is that orc, troll or whatever in Denadoro mountain where you use fire on it and his wooden hammer burns off. The damage your fire spell deals is not big, but with that you disable its strongest attack and reduces its defense greatly. Next turn you can actually just finish it off with a normall attack or any other spell just as fine.
There was Nizbel too, which you had to use lightning to break its defense, but she stored that lightning to release a full screen attack some turns later and regained defense.
The key factor here is that most of the time, the battle will only last long enough for you to complete the cycle one time and a half, or two at worst case. Meaning: either do a very complex cycle for bosses, or make boss battles shorter - which I do prefer since the good point in Chrono trigger was that you had easier boss battles in favor of harder regular battles against the usual lame bothersome regular battles with extensive and tiresome boss fights.
Another point is that usually we only mention damage to enemies and not to players, or do the player part too simple. Persona has a good point at that though.
That Final Stretch
I thought it was about last dungeons/endings in general :P
Anyway:
I usually think last dungeon is the worst part of most games I played, if I liked the game I knew it was going to end there and in some extreme cases (*Persona 2 Eternal Punishment) I just stopped playing before the last dungeon so I wouldn´t see the game I liked so much come to an end :P
If I dislike the game usually I am not interested in the ending and assuming that for some reason I keep playing until the last dungeon, I will feel lazy to grind or do anything else to see an ending I don´t care about...
Also not all settings/story/villains are suited to have a last dungeon or many forms, so I think ppl could try to close their games with something different.
While someone mentioned Black Omen as last dungeon in Chrono Trigger, and it was great at being a dungeon, I think Lavos itself is last dungeon since you can skip black omen. And that is a thing I wanted to see more often: No last dungeon, just a last boss.
My point is doing it either in a very interesting way or in a very short way, you can make it hard without making the player walk and fight for 3 hours just to spend another one fighting 12 forms of a last boss...
For my actual projectsince the whole game is set inside a huge dungeon/moon base complex, last area will be the command center tower of said place, and you use more than one party like in FF6 but more like the battle in Narshee and less Kefka´s tower. However last battles wil be fought by each party after that event including a duel.
Anyway:
I usually think last dungeon is the worst part of most games I played, if I liked the game I knew it was going to end there and in some extreme cases (*Persona 2 Eternal Punishment) I just stopped playing before the last dungeon so I wouldn´t see the game I liked so much come to an end :P
If I dislike the game usually I am not interested in the ending and assuming that for some reason I keep playing until the last dungeon, I will feel lazy to grind or do anything else to see an ending I don´t care about...
Also not all settings/story/villains are suited to have a last dungeon or many forms, so I think ppl could try to close their games with something different.
While someone mentioned Black Omen as last dungeon in Chrono Trigger, and it was great at being a dungeon, I think Lavos itself is last dungeon since you can skip black omen. And that is a thing I wanted to see more often: No last dungeon, just a last boss.
My point is doing it either in a very interesting way or in a very short way, you can make it hard without making the player walk and fight for 3 hours just to spend another one fighting 12 forms of a last boss...
For my actual projectsince the whole game is set inside a huge dungeon/moon base complex, last area will be the command center tower of said place, and you use more than one party like in FF6 but more like the battle in Narshee and less Kefka´s tower. However last battles wil be fought by each party after that event including a duel.













