CRYSTALGATE'S PROFILE
Crystalgate
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So how do you like your backstory?
I prefer to have whatever is needed to understand what's going on spelled out. The more in-dept, but not necessarily needed, stuff can be put in a journal or otherwise be a bit buried. If you do make part of the backstory buried, then I suggest you make sure that both what's on the surface and what's buried is interesting. You can make a character appear bland, but have interesting backstory if the player does a bit of digging, but chance is I won't dig at all.
How to write a villain.
I would like to add an item to the list: Obstacle.
What obstacles does the villain face? What prevents the villain from more or less realizing his goals right away? The heroes will eventually stop him, but until then there has to be something else slowing him down. Also, what methods does the villain use to overcome his obstacles? The answer to that will undoubtedly depend on his powers and personality.
It's the obstacles that will determine what the villain will do. It's also most likely how the heroes first encounter him as most games will not reveal his motives right away and instead of the heroes seeing his goal, they will see him working towards his goals.
What obstacles does the villain face? What prevents the villain from more or less realizing his goals right away? The heroes will eventually stop him, but until then there has to be something else slowing him down. Also, what methods does the villain use to overcome his obstacles? The answer to that will undoubtedly depend on his powers and personality.
It's the obstacles that will determine what the villain will do. It's also most likely how the heroes first encounter him as most games will not reveal his motives right away and instead of the heroes seeing his goal, they will see him working towards his goals.
HP Recovery... after every battle? MADNESS! (Resource Management)
I would like to point out the difficulty in getting resource management right.
First off, as I already mentioned you will need to put a lid on how many healing items the players can pack. A dungeon that can run them out of 99 X-Potions and Hi-Potions will be boring in one or another way.
Second, you have to make skills effective at saving resources. Let's say that the most economic healing spell costs 10 MP and heals 100 HP. That means 10 HP per MP. Any other spell has to in one or another way beat that. Let's also say you have a fire spell that costs 8 MP. Presumable, by casting that spell instead of just hitting attack, you kill an enemy faster. Well, by killing that enemy faster you have to prevent more than 80 HP worth of damage from being inflicted on your characters for that skill to be more effective at resource management than simple taking the hit and then healing afterwards. The same goes for any skill that isn't healing, by using it you have to be able to prevent more than it's cost in MP x 10 points of damage.
You can "solve" that problem by making one white mage who has the healing spells and one black mage with offensive spells. However, black magic is still ineffectual compared to white magic, it's just that you now have a character who hasn't any other chose that sticking to that ineffectual magic.
Now, let's assume that you do manage balance spells so that when properly used, non healing spells can be more MP efficient than healing spells. The second task becomes to balance the strength of your enemies so that if you stick to attack and heal you will run out of MP before you make it trough the dungeon, but if you use skills properly your MP will be sufficient. Unless you squeeze the enemies between those two points you will not create a game that requires (or worse, doesn't even allow) intelligent skill use to manage your resources.
This is made somewhat harder by the fact that how good your characters stats are changes how MP efficient healing is compared to other spells. If you have higher stats than expected, that sleep spell you have will become less efficient. It will still put the enemies to sleep (unless you're one of those who are paranoid about status effects actually working on enemies), but those enemies would have died quickly anyway thanks to your higher offense and during their turns they would have inflicted less damage due to your higher defense. So, the amount of damage the sleep spell prevents decreases if your characters becomes stronger. Meanwhile, you healing spell will either heal just as much HP as before or even more depending on how that spell in constructed.
Players having different stats becomes an issue in games where equipment management is a factor. There's a good chance that if you want a game with resource management, you also want equipment to be part of the resource management.
It can get really tricky to get it right and most quick solutions to that problem either doesn't work at all or creates other problems. I hope I see someone pull it off though.
First off, as I already mentioned you will need to put a lid on how many healing items the players can pack. A dungeon that can run them out of 99 X-Potions and Hi-Potions will be boring in one or another way.
Second, you have to make skills effective at saving resources. Let's say that the most economic healing spell costs 10 MP and heals 100 HP. That means 10 HP per MP. Any other spell has to in one or another way beat that. Let's also say you have a fire spell that costs 8 MP. Presumable, by casting that spell instead of just hitting attack, you kill an enemy faster. Well, by killing that enemy faster you have to prevent more than 80 HP worth of damage from being inflicted on your characters for that skill to be more effective at resource management than simple taking the hit and then healing afterwards. The same goes for any skill that isn't healing, by using it you have to be able to prevent more than it's cost in MP x 10 points of damage.
You can "solve" that problem by making one white mage who has the healing spells and one black mage with offensive spells. However, black magic is still ineffectual compared to white magic, it's just that you now have a character who hasn't any other chose that sticking to that ineffectual magic.
Now, let's assume that you do manage balance spells so that when properly used, non healing spells can be more MP efficient than healing spells. The second task becomes to balance the strength of your enemies so that if you stick to attack and heal you will run out of MP before you make it trough the dungeon, but if you use skills properly your MP will be sufficient. Unless you squeeze the enemies between those two points you will not create a game that requires (or worse, doesn't even allow) intelligent skill use to manage your resources.
This is made somewhat harder by the fact that how good your characters stats are changes how MP efficient healing is compared to other spells. If you have higher stats than expected, that sleep spell you have will become less efficient. It will still put the enemies to sleep (unless you're one of those who are paranoid about status effects actually working on enemies), but those enemies would have died quickly anyway thanks to your higher offense and during their turns they would have inflicted less damage due to your higher defense. So, the amount of damage the sleep spell prevents decreases if your characters becomes stronger. Meanwhile, you healing spell will either heal just as much HP as before or even more depending on how that spell in constructed.
Players having different stats becomes an issue in games where equipment management is a factor. There's a good chance that if you want a game with resource management, you also want equipment to be part of the resource management.
It can get really tricky to get it right and most quick solutions to that problem either doesn't work at all or creates other problems. I hope I see someone pull it off though.
HP Recovery... after every battle? MADNESS! (Resource Management)
post=154789
True, but an arbitrary gold cap feels limiting and unfair. Limited inventory systems have worked well in the past: Earthbound is a shining example. The dungeons feel extremely hard because you only have room for 10 hamburgers and you have to save almost ALL of your PP just to take down the boss. It wasn't uncommon for me to venture in the first dungeon once or twice just to build a level or two and get enough cash to buy better hamburgers.
That being said, if you remove the necessity to restock on resources every time you head to town, where does all your gold go? On weapons and armor? Sidequests of some sort? In-battle-only-recovery items?
I've made several one-use in-combat items available for purchase in my game. They're very powerful, but they're limited by their one-time-usage and the fact that you can only use one item every three turns.
I don't believe in a gold cap either, but there are ways to make the income more controlled. You could for example put most of the gold inside boss battles, chests and other one time only events. If you balance it so that the player is only expected to get 25% of his total income from random encounters, the player running around and fighting twice as many battles than expected only nets him 125% the expected gold. That solution does of course have it's disadvantages.
You can also employ a limited inventory. However, instead of giving the player limited inventory slots, I rather just lower the maximum quantity of each item from 99 to 10 or so. As long as the game doesn't feature dozens of different HP restoration items, the player will still be limited at the amount of healing he can pack. That means the player won't have to go trough the hassle of discarding one outdated item after another and replace them with new ones upon finding a better shop. I suppose that removes one strategic aspect, the player no longer has to choose between packing one extra antidote and one extra potion. I don't consider that extra strategic element to be worth the extra trouble though.
As for where the excess gold goes, equipment sounds nice. I don't see the need of being able to buy just about everything as soon as I enter a new town.
HP Recovery... after every battle? MADNESS! (Resource Management)
Resource Management, or "Just a little... bit... further..."
CONS
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+Can easily be bypassed by grinding for potion money, or for levels so powerhouse your way through. A limited inventory can somewhat limit this.
+Each battle is not a fight for life and death, but reduced to a drain on resources. Fight monsters, try not to die, cast cure, move on. Only boss battles are interesting.
+Possibly hard to balance, making sure that the hero will have just enough cash to make it through can be challenging.
You pretty much have to limit either inventory or how much gold the player can get. Even if the player doesn't grind, you have very little control over how much gold he/she acquires. Experience for example, follows a diminishing return. Take a look at default Arches/Aluxes. He needs about 11k exp to reach level 20. Double that and he gets to level 24, very far from twice of 20. Due to the diminishing return, you make a good estimation of what level the player will be unless he deliberately breaks the game. However, gold has no such diminishing return. Worse, if we assume the game is balanced with the assumption that the player spends half the gold on equipment, then the player getting twice as much gold means he has thrice as much to spend on consumable items. Even in less extreme cases you can easily break the economy. If the player gets merely 1,2 times as much gold as expected and again, half is supposed to be spent on equipment, the player now has 40% more gold to spend on consumables than you accounted for.
Also, let me add another conc, it's hard to wary the dungeons in length. Imagine you want the heroes to break into a mansion. A mansion is probably going to be smaller than a mine. However, can you make that mansion equally draining on resources? You could make then enemies there much tougher, but that can confuse the player and make him assume he's supposed to be stronger than he is.
Looking for a bigger picture (story ideas) to tie in 3 areas together
If you need to figure out a story, start with what you want. Do you want those three areas to be something you go trough one after another or do you want a more exploration based setting where the player visits each of them multiple times? The reason I ask is because three areas aren't much unless you make them so gigantic you bore the player, so with those three areas you either want the player to return to them or you settle for a really short game (nothing wrong with that though).
What kind of atmosphere do you want the areas to display? For example, the lake could look serene, the swamp dangerous and the dessert lifeless. Do you know anything of what features the game should have?
I've never just made a few maps and then tried to craft a storyline around it, but it has happened that I've started with an idea that isn't exactly a storyline and then had to made one around that idea. If you want to go that way, you need to know what elements the storyline has to support and three areas is way to vague. Of course, don't add to many ideas and restrictions else crafting a story could become impossible, but at least some.
What kind of atmosphere do you want the areas to display? For example, the lake could look serene, the swamp dangerous and the dessert lifeless. Do you know anything of what features the game should have?
I've never just made a few maps and then tried to craft a storyline around it, but it has happened that I've started with an idea that isn't exactly a storyline and then had to made one around that idea. If you want to go that way, you need to know what elements the storyline has to support and three areas is way to vague. Of course, don't add to many ideas and restrictions else crafting a story could become impossible, but at least some.
Class Separation
I tend to give my characters skills in more than one area since I believe that making characters to specialized decreases the tactical element. After all, if you have one character who's only good at using offensive physical skills it will be obvious what he should do every round. Regardless of whether or not I'm right in that, I do make my characters capable in multiple areas, so if I have two characters who's main draw is physical attacks they will still differ in other areas. Also, I do have ways to differentiate between two physical attackers even if we only count the physical skills.
In one now abandoned project I had two physical fighters. However, one was a strength fighter while the other was a dexterity/agility fighter. I set the game up so that against low defense enemies the dex/agi fighter could do about the same amount of damage as the strength fighter, but against high defense enemies his damage would plummet. Meanwhile, the dex/agi fighter is good at hitting evasive enemies while the strength fighter will miss a lot if he targets them. They also defend differently, the strength fighter has high defense while the dex/agi fighter has high evasion.
In one now abandoned project I had two physical fighters. However, one was a strength fighter while the other was a dexterity/agility fighter. I set the game up so that against low defense enemies the dex/agi fighter could do about the same amount of damage as the strength fighter, but against high defense enemies his damage would plummet. Meanwhile, the dex/agi fighter is good at hitting evasive enemies while the strength fighter will miss a lot if he targets them. They also defend differently, the strength fighter has high defense while the dex/agi fighter has high evasion.
Fire Up The Delorean!
I'd prefer if you handle time travel the same way as say Chrono Trigger and Majora's Mask, lighthearted and not making to big of a deal out of the implication of time travel. Both games present a problem in the future and then you need to solve the problem by among other things travel trough time.
Players x Experts - Our attitude on playing games
While this is definitely a very existing problem, it also often goes the opposite way around. I tend to overlook flaws more often if I'm having fun than when the game bores me. When I'm enjoying a game I can think "the story is subpar and sometimes doesn't make sense, but the point of the game is and not the story" which doesn't really work if the game is boring. Of course, this means that if a game starts slow, it can affect my judgment for rest of it since I'm now noticing more flaws. I don't think I can just turn off my analytic thinking if that happens though. Over-analyzing things what I do and that's not just limited to games.
Anyway, it has also happened that I've found a game to be boring, but stuck to it because there is potential and being an RPG Maker game, there is a chance of improvement if the author is given the right feedback.
Anyway, it has also happened that I've found a game to be boring, but stuck to it because there is potential and being an RPG Maker game, there is a chance of improvement if the author is given the right feedback.













