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Classes, Balancing, Ruminations, Oh My!

author=kentona
great I just spent the last hour downloading scripts from yanfly's blog :<

(I was hoping to make a simple game)


Yanfly's blog does that to you. You go there for a specific script and half an hour later you have half of them in your game.

Classes, Balancing, Ruminations, Oh My!

Technoviking as playable class = win!

As for the Pokerface's final skill, maybe give another skill an effect that increases a counter, or have the counter be increased by some other means, like, I dunno, getting hit? That counter represents a number of dice. Then the final skill has 6 possible effects, with one of them being negative, to keep with the gambling theme. All dice are rolled and spent when you use the skill, and you get the effects you rolled out of it.

This has an interesting dynamic. Rolling more dice at once increases the ammount of side effects you are likely to get, and by virtue of that also increases the likelihood of rolling the negative effect.

What do you think?

Promised Design ~ Attributes and Relationship Stars

Also, when you say some abilities require Morale, do you mean a Super Robot Wars-esque thing where increasing morale unlocks your best abilities, or do they actually consume morale as a resource? Based on your wording, I'm assuming the latter, but no reason for me not to try to get it 100% clarified.

Promised Design ~ Attributes and Relationship Stars

Is Earth damage really supposed to be reduced by both defense stats?
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