CRAZE'S PROFILE
a wolf can eat the equivalent of 100 hamburgers in one sitting
who needs PLOT whe nyou ahve GAY PEOPLE
who needs PLOT whe nyou ahve GAY PEOPLE
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The Optimal RM2k/3 Number Guide
so something i'm doing now is using elements to have a wider range of INT scaling. even though these two spells have the same INT influence of 8, and ignoring the base damage, the debuff spell will actually deal half the damage of the fire spell. that by itself could still be done with one magic element but aoe debuff spells have 4 int inf instead of 8, which is a damage amount not possible with just one scaling metric.
does that make sense lmao. it's pretty simple but not sure i explained it well enough for tutorial reasons
The Optimal RM2k/3 Number Guide
The Optimal RM2k/3 Number Guide
Updated for more info on accuracy in the official 2k3 manual. As a bonus, it confirms that row affects targeting chance (but not by how much so we can probably assume it's still minor but there).
A Look at the Crazemind: Making a Crazegame
why did i make this
i don't even follow half these rules anymore, although if you want to make gamesl ike the ones i listed.... sure!!!!
oops i make narrative games now.
edit: for fun, let's see if KO cupid follows these...
1) Designate roles for the party members. Sorta. Barely. Everybody's a mess and you have to figure out how you want to piece a party together from a small army of misfits. Everybody has damage, everybody has utility.
2) Eliminate scope creep. ...well, I reworked the story from the ground up to be less scoped. The critical path is pretty tight. I do want to add side stuff onto it, but I'm purposefully not planning it yet for my own sanity. MECHANICALLY, however, I've smashed scope creep into the ground. I already have everything coded except the four new characters.
3) Realize that big numbers are great./4) Realize that big numbers suck. I have three stats (Health, Power, Speed) and they grow from like 20-300ish. You deal damage equal to your Power... who am I. Where is Craze.
5) Be fucking consistent. Still the #1 rule of gam mak imo.
6) Reward risk and perserverance. Torn on this one. I don't hate story and characters and all that anymore. I agree with the basic idea, just not my extended explanation. Also, Craze, it's spelled "perseverance."
7) Add homoghey. This is the most important part.
i don't even follow half these rules anymore, although if you want to make gamesl ike the ones i listed.... sure!!!!
oops i make narrative games now.
edit: for fun, let's see if KO cupid follows these...
1) Designate roles for the party members. Sorta. Barely. Everybody's a mess and you have to figure out how you want to piece a party together from a small army of misfits. Everybody has damage, everybody has utility.
2) Eliminate scope creep. ...well, I reworked the story from the ground up to be less scoped. The critical path is pretty tight. I do want to add side stuff onto it, but I'm purposefully not planning it yet for my own sanity. MECHANICALLY, however, I've smashed scope creep into the ground. I already have everything coded except the four new characters.
3) Realize that big numbers are great./4) Realize that big numbers suck. I have three stats (Health, Power, Speed) and they grow from like 20-300ish. You deal damage equal to your Power... who am I. Where is Craze.
5) Be fucking consistent. Still the #1 rule of gam mak imo.
6) Reward risk and perserverance. Torn on this one. I don't hate story and characters and all that anymore. I agree with the basic idea, just not my extended explanation. Also, Craze, it's spelled "perseverance."
7) Add homoghey. This is the most important part.
In favor of level requirements on gear
The Optimal RM2k/3 Number Guide
The Optimal RM2k/3 Number Guide
i'm really hoping that cherry & co can make a way for users to at least change how damage is calculated instead of this incredibly obtuse method. i ain't gonna stop people from using 2k3 but like... mannn