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 jamming to?

Sarian_edited_v2_25percent.png

So, any changes to the way in-game combat sprites/models/whatever you're using now look?

And you thought the mobile port of FFVI was bad...

Yet another lesson on cramming things in where they don't belong. With this port in particular being one of the more blatant examples of such.

I'm trying to give this iOS/mobile and all-digital all the time scenario in gaming the benefit of the doubt, but this isn't doing any of that any justice. And that's highly independent of the potential criticism towards this whole thing and the convenience that comes with might not being as worth a damn as we thought.

What are you jamming to?

What elements from existing games would you like to see reused?

I totally wanna see passive skills be affected by your stats as opposed to being influenced by some hidden value most players aren't gonna see. I'm so surprised at the amount JRPGs with passive skill systems that haven't done this, especially considering that mechanic is half-expected in WRPGs.

For example: http://dungeons.wikia.com/wiki/SRD:Skills_by_Type

What elements from existing games would you like to see reused?

Oh, man. Where do I start:

Riviera the Promised Land had a mechanic where multiple characters could use the same item but benefit from it in different ways. For example, A magic staff could be used by one character for a fireball attack while another character can use it for a healing spell. It's actually one of the main reasons I was sold on that game.

Betrayal at Krondor, in addition to being another one of those "open ended WRPGs", has battle encounters in various areas that are based on the current chapter of the story you're currently in. Examples of this include the encounters in one chapter being different from the ones in a different chapter.

Oh, and Reaction Abilities from Final Fantasy Tactics.

Progressing Onwards

Well, considering that single target Barrier Ethers can now heal ailments (if anyone asks, it was my idea. As with Shade Imperial and Lumière extending to secondary attacks), the decision to have spells from both elements learned before reaching the next rank makes a whole lot of sense.

Video thread

Are You An “Item Hoarder?”

Only in certain games do I do this, but even in those cases it's pretty sparingly due to limited inventory space and/or weight restrictions that certain games have.

I'm actually try not to do this in the very rare chances of actually playing these types of games that I have now because I feel like I could just save some cash for equipment upgrades and have buying restoration consumables be as much of an exception to the rule as possible since you can just find that stuff via treasure chests and random loot drops anyway.

As for using the things, unless it's something like Shining Force where healing units actually gain EXP for doing it, I'm starting to go for the "only when somebody desperately needs to regain lost health" scenario so that it won't feel like much a dragfest when trying to progress through the whole thing.

Design Musings and Inquiries...mostly Musings.

Regarding the whole map scenario, you might want to consider a middle ground solution. As in, having fully designed dungeon maps while keeping in line with the node travel system.

In that case scenario, you should be able to pull something like that off without some damn bug getting in the way this time.

Also, as I probably mentioned before, that intro scene where Gunnar faces off against that long white hair guy (anime-style androgyny for the win) is practically a tutorial fight waiting to happen.