DBACE9AURA'S PROFILE

Don't be a critic on the internet while eating and drinking at your computer.

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What are you thinking about? (game development edition)

@Avee: I meant the maximum amount of basic actions, magic spells, and special moves for each active item (i.e. the ones used for attacking, defending, etc.).

What are you thinking about? (game development edition)

Still figuring out a limit to the amount of each individual type of action should be available for each usable item available.

I Can Delve for Miles: What Draws you to Dungeon Crawls?

There is a rougelike game that I'm really into called Dungeons of Dredmor. In addition to the fact that skill sets act as "the" method of leveling up since they grant stat boosts based on the skill you choose, I pretty much like the amount of room for potential error you can make on account of the skill system, like picking 7 out 8 of the magic schools and playing on Going Rogue difficulty with permadeath turned on.

Pixels



Just sprucing up some of the item icons to match the intended style.

Gamesgiving

I'm thankful for the idea that people can make games in their spare time and charge nothing for it and sometimes have be pretty good.

I'm also thankful for:

*Dragon Slayer II: Xanadu, which I'm using as one of the main inspirations for my project's mechanics

*Sacred Earth: Bonds (Following the progress of the remake is how I got to know Skie)

*Various MS-DOS RPGs found on Abandonia (including Heimdall 2)

Whats your favourite Manga/Comic right now?

Little Lulu

Stats are for Sissies: Alternatives to Traditional Growth Mechanics

@Lucid: Sometimes you have to find a way to make something work instead of being content with knowing in advance that it will. Case in point, non-EXP/stat progression in turn-based combat, on the condition that the character growth system that replaces it is designed well enough to escape the pitfalls you mentioned.

Stats are for Sissies: Alternatives to Traditional Growth Mechanics

^ We're not here to talk about obfuscating math from character progression. We're here to talk about alternate forms of math to form the basis for character progression, mainly the forms that Craze just mentioned.

What are you thinking about? (game development edition)

I'm currently juggling between having everyone have 100 HP or have base health ratings similar to Team Fortress 2 (125, 150, 175, 200, 300).

Stats are for Sissies: Alternatives to Traditional Growth Mechanics

Oh, man. I've thinking about this myself, too. Though I did state that I wanted to give stats more flexible roles (i.e. certain stats would be involved in a skill when said skill calls for them), I'll probably ditch that in favor of something a little more tangible and simpler to handle.

Side-note: The thing is, the main thing I cared about in RPGs is all those crazy abilities you get to have as opposed to saying "Hey, I got myself +3 Precision. Don't I feel special?"