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Game Drive - Week 01

My game starts with a renowned mage calling for her apprentices, or ex-apprentices since most of them already graduated, for help. She sends them letters which directs them to an island in the ocean.

Anyway, since most of the characters will be mages, I decided to instead of categorizing attacks into physical and magical instead call them physical and mental. Fireballs and lightning strikes are along with weapon attacks physical while mental attacks will do what magic normally does (unavoidable and so on). Basically, the same old idea just dressed differently.

I think I'll use VX for this one. I usually prefer XP, but for this one VX fits better. There is one problem though, VX doesn't have battlers for main characters since you don't see them in battle. It's a problem because you will be able to fight the other party members later for story reasons.

Dormantsky_Title_Card.jpg

I hope your friend did it on purpose as an awesome joke and wasn't just being lazy.

Legionwood: Tale Of The Two Swords

I beat the game again and I also beat the optional superboss. I cheesed the fight by first busting it's SP, something that can be done within a few rounds. Then I kept wailing on it and used my Miracle Lutes for extra damage output. It still toke over half an hour before the boss fell.

Other bosses could also be cheesed by first busting their SP pool so they can't use their more powerful moves. Maybe you should give bosses a way to refill their SP or make it much harder to drain them?

Craze Hates Dungeon Crawling

This does bring up the age old problem with RPGs, battles tending to be about executing the same command over and over again. Since dungeon crawlers are dependent on the gameplay than the story-heavy character driven type of RPG, this is extra bad for them. If you do solve that problem, it's going to be a huge benefit for your dungeon crawler.

Anyway, about short terms goals. If the player is to travel trough dungeons, I think the dungeons (replace dungeon with floor if appropriate) should serve more than a pathway into the next dungeon. Obviously, beating them will lead to another, but if that's the only benefit then the player may not feel like he's accomplishing much until he beats the whole game. I have several times had the feeling that I'm not getting anywhere, but suddenly I find myself face to face with the big bad evil.

I think providing multiple shorter goals that goes along with the overall goal of beating the big bad evil would help a lot. If you don't make your story barebone, you can use it to provide temporary goals. Even if you just make the story into an excuse for clobbering monsters, you can always make the player rescue someone, find a McGuffin or heck, go the Azure Dreams route and let the player spend the treasure on something that adds flavor. Of course, there's always the additional task of making the short term goals actually satisfying ("Thank you for rescuing me, I shall now go to one of the houses and repeat 'thank you for rescuing me' every time you get the foolish idea of interacting with me").

Craze Hates Dungeon Crawling

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The problem with most dungeon crawlers is simple: infinite grind.

People like getting stronger, but they don't like doing the same thing over and over and over, especially after it becomes trivially easy. Most dungeon crawlers don't provide any sort of limiter on your power, or any sort of short-term goals, so it's easy to just decide, "Well, I can continue forward in the game, or I can get stronger. But I'm going to have to get stronger eventually. And hell, the entire game is about getting stronger. Let's just get a few hours of grind over with now before continuing."


I'm curious about how many people actually has that problem. Personally, I don't grind unless I feel that I have no other option (other options includes reverting to an earlier save file and getting some helpful items) or there's a cool reward for a minimum amount of effort. The majority of RPGs nowadays neither require grinding, the enemies you encounter on your way are enough, nor are they set up so that I can keep heaping in big rewards for no effort. Even if I'm, say 3 battles, away from learning a cool skill, those three battles will come by just progressing so there's no point in running around in circles unless the game requires me to be at specific places to equip new skills.

Progressing trough the game is usually the fastest way to get stronger. New dungeons means monsters who gives up more exp than the monsters in the earlier dungeon did. If you stop and grind, it will actually slow down the getting stronger process since you're fighting monsters worth less exp. Of course, grinding will make you stronger compared to the monsters you're facing, but your actual strength gain will be slower. Even if I eventually have to grind, something that again doesn't happen in most games, the longer I can hold the grinding off the less time the grind will take.

To make it simple, having the option to bore myself with grinding is not a problem for me since I don't take that option. Do other people really feel a strong urge to grind if presented with that option though?

A Game Drive Of Sorts

Sure, why not? Sign me up.

Legionwood: Tale Of The Two Swords

I can't recall any RPG where Luck determines how often you're targeted. Besides, even if it that's the case, I'd expect lucky people to be targeted less while in Legionwood lucky people are targeted more.

Anyway, I had to shelve my concept for Alexis since she got one-shot far to often. On the plus side, the Fighter/Mage hybrid build I gave Lann works really well. He can keep up with the more specialized characters and the balance is such that I'm using both physical and magical attacks frequently. I did not expect it to work so well honestly. Further, it seems Arc will be able to perform well as a non dual-wielding fighter. He has the Y-something Slash and the Ancient Helmet combined with Hyphotic Hit will allow him to keep that move up.

Also, I lowered the accuracy of a weapon to 1 and then used Double Slash with it equipped. Double Slash hit just fine making me think that accuracy still doesn't affect anything else than standard attacks.

Umm...

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Thats what it was. IDK how it changed. Weird...

When you create a new map, the top-left-most chip in TileB is painted over the whole map. If you set that tile as passable, the game will go "hey, this tile is supposed to be passable". You get the same effect if you for example put a bridge above water, even though the water isn't passable, the bridge will override the passability of the water.

What are you working on now?

I'm working on a character creation system and also modifying the damage/to-hit algorithm. I'm not done, but I have gotten to the point where I can create characters and test them in battle.

Rpg Maker game tear-jerkers.

I don't think any fiction has ever made me cry, but it's still possible to make me feel sad. The latest piece of fiction that accomplished it is following: http://www.youtube.com/watch?v=eRsGyueVLvQ&feature=channel

It's not an RPG Maker game or even a game period though.

I think I got it down what it takes to make me feel sad.

It doesn't work for me if everything feels bad and hopeless for an extended period of time. That makes me feel miserable instead of sad. I has to look like things could have worked out much better, only it didn't. That said, you mustn't bullshit the sad event in. If you do that, I will see incompetent writing rather than a tragedy. In short, make me root for the character the tragedy happens to first and maintain immersion.

As for a game example that worked for me, I'll mention Alundra.