CRYSTALGATE'S PROFILE

Search

Filter

Extra Credit: Are you a good Designer?

What does Yahtzee being the most famous have to do with anything?

Game Drive Week 06

I'm still in, but it's overall not looking very good. I decided to try VX out (I'm used to XP) and the switch is causing me trouble.

Extra Credit: Are you a good Designer?

Why though? Did he give you any practical reason why you should enhance your knowledge of music theory? What god deos it do when you're trying to design a classical RPG? But then maybe I deconstrcuted it a bit too much, idk open to rebuttals.

I don't know about music theory, but you definitely want a good feel for music. Whenever you choose a music for a situation, the music has to match the atmosphere you want to convey. I do sometimes see RPGM games where the music is good on it's own, but doesn't really fit.

Define your Numbers

That's also an issue. World of Warcraft allows you to at some extent select which stats will be displayed meaning among other things that warriors don't need to have magic related stats shown, ditto for mages with offensive physical stats and tanks can concentrate on their defense. Also, you can hold the mouse over any of the stats and the game will not only tell you what the stat does, but also how much the stat affects whatever it affects.

Other than the equipment screen not being visually pleasing, the Soul Shepherd has to many stats for the players to remember even if told at some point. I hope the creator have seriously thought about how to best inform the player about what the stats does. Or maybe he wants to pull a Phantasy Star II and make the stats as confusing as possible?

Define your Numbers

author=LockeZ
I play RPGs because I like numbers. More numbers is more interesting, less numbers is less interesting.

I agree with the following exception; replace "more numbers" with "more numbers that differentiate characters in a meaningful way".

Define your Numbers

What counts as faux stat? RMVX has evasion, hit ratio and critical hit rate that don't go up with player level, but can be changed with equipment? Does any of them count as faux stat and in that case, which? No scripts is assumed.

Anyway, my contribution.

Hitpoints:
Strength: Damage and defense penetration.
Precision: Damage and accuracy.
Defense: Reduces damage and maybe also protects against some status effects.
Agility: Evasion and turn order.

Both strength and precision increases damage. Strength however also works as a defense penetration stat. Basically, against a zero defense enemy a character with 100 strength and 50 precision would do the same damage as a character with 50 strength and 100 precision. However, if an enemy has a defense, something pretty much all enemies does, the former character would have less of his damage mitigated than the latter one. The damage algorithm could be something like this:

Damage = (Strength + Precision) * (Strength - Defense) / Strength

The idea is that characters with high strength, but low precision, are good against enemies with high defense, but low agility, while characters with hight strength and low precision are good against evasive enemies with low defense. You also want enemies to hit the right type of character. Some sort of aggro system will be needed to prevent the tactic from consisting of just hoping the enemies target whichever character you want. I do however not want an aggro system to work like WoW where enemies end up hitting the one that's the least threatening.

Spells are handled via cooldowns. There's no stat that governs the power of the spells. I don't think a lot of spells that deals damage is desired anyway with this system, rather I think the spells should be focusing on causing various effects. Think Mass Effect.

I think I try a system where I haven't nixed MP later.

So I have this idea for a platformer...

As the other have said. Your idea already differs from Kirby games a lot. Personally, I thought more about Little Nemo since in that game you actually need to use the different "transformations" to beat the stages, but even in that game you rarely solve puzzles, you just navigate trough obstacles.
author=UPRC
I think it would be interesting to let the player "store" enemy DNA patterns or something and at the start of each level, they could select something like three or five of them to bring along in the level, letting Dopple turn into those specific enemies until clearing the level and selecting a new batch for the following level.

This idea could create a headache for you depending on how the puzzles are implemented. In the worst case scenario, you have to worry about what the player may bring for every map and try to anticipate and prevent various ways the puzzles can be broken. Go ahead with it, but be ready to discard that idea if it turns out to more trouble than it's worth.

Game Drive Week 05

My game takes place on an island called Cylon.

A bunch of magicians decided they wanted independence and moved to an island in the middle of nowhere. More magicians migrated to there and the island became a functional mini nation names Cylonia. Then about fifty years prior to the game, everything went wrong and Cylonia crumbled within days. The reason is unknown, but investigation suggests that the magicians themselves rained destruction on the island, likely by fighting each other. During said investigation, Cylon was stripped of anything valuable and nowadays nobody cares about it.

Scientific journal to publish article on theoretical precognitive abilities in humans.

author=calunio
Welp, I'm not sure the case of the middle variable (like in the study of nightmares) applies here.

It applies to what you posted, but not to Bem's experiment. My example was provided to explain why per review has to catch flawed experimental design, not to explain anything about Bem's experiment.

Also, I don't think Bem's study should even be called parapsychology. He's dealing with concrete psychological variables... of course the effect is interpreted in terms of something that can't be explained without the use of parapsychological terms, but still... it sounds like valid psychological science. What is to question is the analysis of data, and maybe methodological issues.

It's not so that some fields of science are valid while others are not. You can make perfectly valid studies of parapsychology. Such studies have also been made. However, those studies have not showed any significant result. So, just because something is valid doesn't mean it can't be parapsychology. As a general rule, if it concerns our minds and you're trying to observe something we can't explain as opposed to explain something we observed, it's parapsychology. Precognition fits nicely.

The thing about the statistics is... if you have 10 subjects performing with a 0.53 average accuracy, it will probably not be very significant. If you have 100 subjects, it will be more significant. If you have 10000 subjects, it will definitely be significant, even with the same average score. So, yeah, 53% accuracy is not so great, but what matters for the scientific conclusion is the p.

Bem did multiple experiments and only one yielded that 53% accuracy. If you do multiple experiments, the chance that at least one of them will yield those 53% is obviously higher than if you only do one experiment. You need to correct the p-value accordingly, something Bem did not do. Also, more than the p-value matters. There are evidence against precognition, such as the example I mentioned of casinos being profitable. The evidence for precognition has to overcome the evidence against.

Scientific journal to publish article on theoretical precognitive abilities in humans.

post=calunio
Oh, nothing new there. :D

But that's the reason science replicates things so much. No one would claim any important finding from a single study, using a single style of method and a single type of data analysis.

This is true, but flaws in experimental design and misuse of statistics can be caught via per review. Also, while in this case the attempts at duplicating the experiment failed to get the same result, this is not guaranteed to happen in other cases. Imagine for example you wish to test if having nightmares shortens your lifespan. That sounds reasonable (and may even have been proven true, but I'll ignore that possibility for the sake of this example) and you go about gathering statistic data. Now, let's assume you do find a correlation between people having nightmares and a shortened lifespan. This is however not enough to conclude that nightmares causes a shortened lifespan. Reason for that is because anxiety and stress in your life increases both the likelihood of nightmares and an earlier death. Basically, we have a third factor that can be the cause.

If someone were to duplicate that experiment, they would most likely have gotten the same result. Therefore it is important that people do notice that you misused the statistic data. In my example the flaw was really obvious, but in other experimental setups a flaw may be less obvious. Now, anything in the field of parapsychology is guaranteed to be reviewed by at least thousands of scientists before it is accepted, so parapsychology will never slip past a flawed experimental design. However, a less "interesting" discovery in psychology is not so likely to be reviewed by anyone working outside that field meaning it's up to the psychologists to catch the flaws.