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DOING IT! - WEEK ELEVEN - Equipables
post=149277
On the flip side, arbitrarily making a water-type immune to lightning invalidates previously acquired knowledge. Avoid this kind of rule-breaking at all times.
What about something non-arbitrary? Wooper and Quagsire would like to have a word with you, Kentona.
post=149277
Build On What the Player Knows When designing the next area, consider all the things the player has likely learned by this point. Build on those concepts, and implement elements that allow them to apply that knowledge to do new things. Game playing is all about learning, and humans are hardwired to find learning fun. Afford your players the opportunity.
So, having inconsistent things thrown in like "This Kobold enemy - unlike any kobold-type enemy in the game before or after - is weak against Lightning attacks" is bad.
Again, a nominal inconsistency can be used to reveal something new.
Is the Kobold Green? (Yellow<->Green damage factors - yes, I drew that from Chrono Cross. No, I haven't played enough to know if I drew it correctly.)
Does it have a large spear or thick metal armor? (Certain types of equipment change normal damage factors in unexpected ways)
Is it standing in water, or is it raining? (Terrain and/or weather conditions can change normal damage factors)
I think the issue I'm trying to raise here is meta-consistency, although I'm not certain about that. Basically, I'm taking a bit of miff against the 'never do that' logic you mentioned, in favor of presenting scenarios where, by breaking that rule, you're introducing new ones to the player. Again, though, it's not really an arbitrary breakage, so I don't think I'm exactly disagreeing with you - merely requesting an expansion by presenting one of my own.
I had a point when I began this, I'm sure I did...
Legend of Denadel Demo has been submitted
What other RM games have inspired your projects?
I'm...honestly not sure.
Most of my game ideas revolve around a single game world, which has been developing for something close to a decade now. I'll sometimes see something in an RM game that looks interesting (such as the skill system in Legacies of Dondoran) I'll play with it for a while, but no guarantees it'll really spark anything.
Does it count if you wish you could rabidly plagiarize something? If so, then I'm claiming Deckiller's mapping as the standard I wish I could attain.
Most of my game ideas revolve around a single game world, which has been developing for something close to a decade now. I'll sometimes see something in an RM game that looks interesting (such as the skill system in Legacies of Dondoran) I'll play with it for a while, but no guarantees it'll really spark anything.
Does it count if you wish you could rabidly plagiarize something? If so, then I'm claiming Deckiller's mapping as the standard I wish I could attain.
RMXP MP and SP
Take a look at these scripts, please, and see if they might be what you were after.
Carlsev Saga: Episode II Review
A bit of each, actually. Ironically, part of the problem may be that I've played CS1 - the two NPCs who got the most characterization in my eyes were Deckiller and Sola. Given that both of them were major figures in CS1, I'm not sure how much of what I'm seeing is there, and how much is in my imagination.
For the other major NPCs, or even that one last-minute PC, I suspect what I'm seeing is simply a matter of timing - since Nathanson got most of the screentime in the demo, there simply wasn't enough time for them to develop. I'm inclined to believe that to be the case here, but it still felt like there was a bit of a lack in some cases of the single-shot cutscene characters.
The townspeople were a bit more generic this time around, although there were a few notes that shine through, as with the sprite joke mentioned above. Part of that may have been repetition factor, though - the only 'towns' visitable in CS1 were single-visit instances or small traveller's stops. It's possible I'm subconsciously reading the 'visited multiple times' factor into my impression here. If so, I apologize.
For the other major NPCs, or even that one last-minute PC, I suspect what I'm seeing is simply a matter of timing - since Nathanson got most of the screentime in the demo, there simply wasn't enough time for them to develop. I'm inclined to believe that to be the case here, but it still felt like there was a bit of a lack in some cases of the single-shot cutscene characters.
The townspeople were a bit more generic this time around, although there were a few notes that shine through, as with the sprite joke mentioned above. Part of that may have been repetition factor, though - the only 'towns' visitable in CS1 were single-visit instances or small traveller's stops. It's possible I'm subconsciously reading the 'visited multiple times' factor into my impression here. If so, I apologize.
Status effects and elemental attacks
As noted by Darken, specifically noted limitations on the setup rather than random or 'at will' options would be best.
I personally would go one step further and think for a moment, however, about the scenario. My instinctive reaction is to divide the monsters in an area into two groups, 'denizen' and 'natural foe' - in your crypt of the undead example, zombies, mummies, vampires, ghosts, etc...any kind of undead, really, would be 'denizens', while I'd expect some kind of external monsters with specifically anti-undead powers (either by fire, by light, or by holy/white/pearl/dia/whateverelsethey'recallingit) to show as 'natural foes' - things outside the expected denizens, who survive in the area specifically because they're good at resisting the denizens' predations, or because they can cause specific harm to the denizens. The 'natural foes' category doesn't have to exist, but it's a nice way to throw a little extra complication at the player. Doubly so if you care enough to code battles so that the two sides react to each other.
I personally would go one step further and think for a moment, however, about the scenario. My instinctive reaction is to divide the monsters in an area into two groups, 'denizen' and 'natural foe' - in your crypt of the undead example, zombies, mummies, vampires, ghosts, etc...any kind of undead, really, would be 'denizens', while I'd expect some kind of external monsters with specifically anti-undead powers (either by fire, by light, or by holy/white/pearl/dia/whateverelsethey'recallingit) to show as 'natural foes' - things outside the expected denizens, who survive in the area specifically because they're good at resisting the denizens' predations, or because they can cause specific harm to the denizens. The 'natural foes' category doesn't have to exist, but it's a nice way to throw a little extra complication at the player. Doubly so if you care enough to code battles so that the two sides react to each other.
Multilayer status effects - thoughts?
Expansion:
The MC I'm using here is a status-focused Spellblade - all of his status-inducing abilities are intended to be carried alongside "normal" damage-dealing attacks, and although I haven't set it up completely, currently my intent is for each status to have a high hit% from these attacks.
It is probably worth noting that there is no true party-side "OHKO" option - as a result, I have no fear of having bosses affected by Status effects. True, there are two L3 OHKO-style effects (Petrify - L3 Stone and Chill - L3 Frozen are both 'Treat as 0HP'), so I may need to be careful there, but other than working around that little quibble, I should have few problems.
I haven't tested that yet, for that matter. Does XP properly consider enemy battlers in a 'Treat as 0HP' condition as being dead for the purposes of ending a battle?
Anyone else have anything they'd like to contribute?
The MC I'm using here is a status-focused Spellblade - all of his status-inducing abilities are intended to be carried alongside "normal" damage-dealing attacks, and although I haven't set it up completely, currently my intent is for each status to have a high hit% from these attacks.
It is probably worth noting that there is no true party-side "OHKO" option - as a result, I have no fear of having bosses affected by Status effects. True, there are two L3 OHKO-style effects (Petrify - L3 Stone and Chill - L3 Frozen are both 'Treat as 0HP'), so I may need to be careful there, but other than working around that little quibble, I should have few problems.
I haven't tested that yet, for that matter. Does XP properly consider enemy battlers in a 'Treat as 0HP' condition as being dead for the purposes of ending a battle?
Anyone else have anything they'd like to contribute?
Multilayer status effects - thoughts?
I'm not sure I titled this thread correctly, but that was the best I could come up with.
In a side project I'm working with at the moment, the main character's special abilities are all status-effect related. I've been playing around with various ideas somewhat, and I'm sort of curious about how one of my ideas, multi-layer status effects, will be viewed. I kind of figured I might as well get it into the open now and ask.
The idea was that, with a couple of exceptions, each 'status effect' was actually a grouped triplet of effects - L1, L2, and L3, respectively. Inflicting a generic status condition onto a target who is perfectly healthy would put them in the L1 state. If they were already in the L1 state, it would put them in L2, and likewise for L2 -> L3.
Examples:
Burn: L1 '1st Degree', L2 '2nd Degree', L3 '3rd Degree'. 1st Degree halves one stat randomly chosen from Atk, Def, and Agi/Spd. 2nd Degree halves one of the remaining two stats (Atk/2 L1 -> Atk/2 | Def/2 L2), and 3rd Degree causes all three stats to become halved.
Chill: L1 'Cold', L2 'Hypothermic', L3 'Frozen'. Cold halves Int. Hypothermic, in addition to the Int/2, drops accuracy to 75%. Frozen finishes the job by making it cannot move, counts as HP 0.
Blind: L1 'Blurry', L2 'Dim', L3 'Sightless'. Blurry drops accuracy to 80%, Dim to 55%, and Sightless to 25%. (Cumulative 20-25-30 drops).
Straight status curing would work the same way - someone in 'Sightless' given an eyedrop or whatever item cures blind would drop to Dim, rather than completely normal.
There would, of course, be moves and items which can inflict/cure multiple layers of a single status branch at once.
Any thoughts on this?
In a side project I'm working with at the moment, the main character's special abilities are all status-effect related. I've been playing around with various ideas somewhat, and I'm sort of curious about how one of my ideas, multi-layer status effects, will be viewed. I kind of figured I might as well get it into the open now and ask.
The idea was that, with a couple of exceptions, each 'status effect' was actually a grouped triplet of effects - L1, L2, and L3, respectively. Inflicting a generic status condition onto a target who is perfectly healthy would put them in the L1 state. If they were already in the L1 state, it would put them in L2, and likewise for L2 -> L3.
Examples:
Burn: L1 '1st Degree', L2 '2nd Degree', L3 '3rd Degree'. 1st Degree halves one stat randomly chosen from Atk, Def, and Agi/Spd. 2nd Degree halves one of the remaining two stats (Atk/2 L1 -> Atk/2 | Def/2 L2), and 3rd Degree causes all three stats to become halved.
Chill: L1 'Cold', L2 'Hypothermic', L3 'Frozen'. Cold halves Int. Hypothermic, in addition to the Int/2, drops accuracy to 75%. Frozen finishes the job by making it cannot move, counts as HP 0.
Blind: L1 'Blurry', L2 'Dim', L3 'Sightless'. Blurry drops accuracy to 80%, Dim to 55%, and Sightless to 25%. (Cumulative 20-25-30 drops).
Straight status curing would work the same way - someone in 'Sightless' given an eyedrop or whatever item cures blind would drop to Dim, rather than completely normal.
There would, of course, be moves and items which can inflict/cure multiple layers of a single status branch at once.
Any thoughts on this?
Naramura-like battlers - what options are available?
http://naramura.sakura.ne.jp/game/sozai/character.html
Click on the face bars to see full sets. Each page has a battler, a face set, and a larger version of the battler that I assume is supposed to be used portrait style. Some have charactersets that go with them, and are marked as such.
Click on the face bars to see full sets. Each page has a battler, a face set, and a larger version of the battler that I assume is supposed to be used portrait style. Some have charactersets that go with them, and are marked as such.
Naramura-like battlers - what options are available?
I'm working out a side-game to one of my current project ideas, and I was considering using the normal XP frontview with the Naramura battlers to differentiate the project from its counterpart. However, most of the Naramura battlers are human or humanoid; there are a few RTP monsters, an undead knight whose idea was apparently copped from the 2k3 RTP, and the elemental monsters. The Naramura battlers work fine for specific characters, but not for the kind of random battlefodder I would normally use.
Does anyone know of a good source of frontview monster battlers that are of a style close enough to the Naramura sets that it would not look too mismatched if both were to appear on the screen at the same time? I'm hoping for animals and non-human monsters specifically. Any advice or suggestions on where to find these would be greatly appreciated.
Does anyone know of a good source of frontview monster battlers that are of a style close enough to the Naramura sets that it would not look too mismatched if both were to appear on the screen at the same time? I'm hoping for animals and non-human monsters specifically. Any advice or suggestions on where to find these would be greatly appreciated.













