DIS'S PROFILE
Dis
0
Search
Filter
Game Design Discussion of the Week: Status Effects
Game Design Discussion of the Week: Status Effects
author=kentona link=topic=1529.msg24157#msg24157 date=1216312662Exactly. Confuse isn't as deadly in rm2k3 as it may be in Final Fantasy... unless your fighter gets confused. Skilled players won't have to much of a problem with that...
Typically, confused allies are limited to physical attacks.
Need help with my CMS (rm2k3
author=BigEd781 link=topic=1504.msg24113#msg24113 date=1216272136This can be fixed as well... but no point explaining it, he seems to be happy with the idea of a picture menu.
That's not really true because every map will have a differently numbered set of events.
Need help with my CMS (rm2k3
author=TheRandom link=topic=1504.msg23522#msg23522 date=1215879608It's not like you'll ever run out of space for variables... I don't ever think a project will need over 5000 variables.
I know that I can memorize their positions into variables but that takes quite a lot of
variables, so I was wondering if there is an easy way to memorize where the events were, so when I enter the room again the events continue at the positions where they were before I left the room?
I can understand why someone would go map based menu vs. picture menus... some CMSes are far too complicated to rely on only pictures. But yes... it will take work to keep your events in the same position after returning from the menu, but once you design something to do that for you every time the menu is called, you're solid and never had to worry about it again.
Screenshot Shogunate
Nice screenshots guys.
Euphorian - I actually think it's fine... I think most of the time people are asking for TOO MUCH detail. Less is more.
Here are a couple of mine.
Euphorian - I actually think it's fine... I think most of the time people are asking for TOO MUCH detail. Less is more.
Here are a couple of mine.
Remaking old parts of your project!
This is definately a big problem with me, I'm constantly learning new tricks as I go and it just makes me want to scrap everything and start fresh. But sometimes we must bite our tounges and just keep going. Our improvement will be seen in future projects.
Game Design Discussion of the Week: Status Effects
This is a good topic.
I'll put in my two cents and say that in my opinion, it's not only the types of status effects you or your enemies can produce, but how you can use them to make the player think more tactical about the way they are battling.
IE:(This is an actual example from my project) You're party is overpowered by a high level monster that if attacks you, you're probably going to or suffer a world of hurt. While most player will think that increasing your level will help in this occassion (Which it will), there's a way to kill it at your current level. A poison/paralysis combo will do the job nicely in this situation. Which obviously immobilizes the foe for a few turns while its Hp slowly diminishes. Repeat the paralysis apell several times and you just took out a level 12 monster at level 6. =)
IE2:You're up against a boss that is resilient to weapons. You cast your magics on the enemy until it uses a total attack skill that both poisons and berserks you. This boss also ONLY uses magical techniques. Combine that with its very high level defense and the fact that berserk is only healed by a physical attack or item/spell, and you're screwed. It doesn't matter what level you're on, if he lives long enough to get off this combo and you don't have berserk protection, you can't win. (Good idea for a bonus boss... a little too difficult for a manditory one)
You can use small little combinations like this to make good use of status effects without having to create some complicated "Disease" condition or something that the player won't even remember.
I'll put in my two cents and say that in my opinion, it's not only the types of status effects you or your enemies can produce, but how you can use them to make the player think more tactical about the way they are battling.
IE:(This is an actual example from my project) You're party is overpowered by a high level monster that if attacks you, you're probably going to or suffer a world of hurt. While most player will think that increasing your level will help in this occassion (Which it will), there's a way to kill it at your current level. A poison/paralysis combo will do the job nicely in this situation. Which obviously immobilizes the foe for a few turns while its Hp slowly diminishes. Repeat the paralysis apell several times and you just took out a level 12 monster at level 6. =)
IE2:You're up against a boss that is resilient to weapons. You cast your magics on the enemy until it uses a total attack skill that both poisons and berserks you. This boss also ONLY uses magical techniques. Combine that with its very high level defense and the fact that berserk is only healed by a physical attack or item/spell, and you're screwed. It doesn't matter what level you're on, if he lives long enough to get off this combo and you don't have berserk protection, you can't win. (Good idea for a bonus boss... a little too difficult for a manditory one)
You can use small little combinations like this to make good use of status effects without having to create some complicated "Disease" condition or something that the player won't even remember.
I see a lot of familiar faces here.
Hey I'm Dis, from GW. Just signed up today.
I'm 21, male, and a sucker for Rpgs. (My favorites are the old schools, currently playing FF6 Adv.)
I also use Rpg Maker 2003, and am working on the project "Forgotten Origin".
My general interests are chess, sports cars, my project, females, and mary jane.
Anyway, I'm happy to be a new member here at RMN. :)
I'm 21, male, and a sucker for Rpgs. (My favorites are the old schools, currently playing FF6 Adv.)
I also use Rpg Maker 2003, and am working on the project "Forgotten Origin".
My general interests are chess, sports cars, my project, females, and mary jane.
Anyway, I'm happy to be a new member here at RMN. :)