ENKER'S PROFILE

An English Graphic Designer and Illustrator with a passion for gaming!

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The Backloggery Forum

I have to admit - FFIV and the promise of the new Kingdom Hearts title are the reason I splashed out on a DS recently.

What are you playing?

I've just purchased a DS this week (late I know, but I got there) so I've cleared Final Fantasy 3, Chocobo Tales and Magical Starsign and am about to start Pokemon Pearl.

Sonic and the Black Knight

it's a shame, because this would be a really good look for their RPG franchise if it were an elseworlds approach. Making it a cannon entry seems worrying though.

Game Design Discussion of the Week: Status Effects

I find that more often than not, when looking through the options a character has to attack (spells, abilities, physical, etc) most people will try out a status effect once and then not use it again. Some of the positives get a lot of attention, especially in boss battles where their duration lasts longer and benefits are more obvious, but casting mini, berserk, etc tends to be a turn wasted for many regular encounters and a draw on mp that could be used for vital healing later.

The Final Fantasy series has made good productive use of their effects for the most part. In particular the FF6 trick of casting a high level spell on your party when shielded by reflect and seeing multiple spells hitting a boss or enemy for lots of damage. Sleep was also a particularly powerful move in FF8 where it allowed you to draw indeffinatly and not wake up the monster in question.

However in games where characters have their powers pre-assigned then it is normally the status mage that looses out. Healers normally recieve the regen and barrier casting skills and sometimes hastening and attack charging as well, meaning that some poor sod gets lumbered with all of the others. A good example of this would be FF4's Edward (the spoony bard), who few players would relish having in their party despite the likability of his character in-game. Status inducing characters are a tough thing to balance.

Long RPG Maker Games

I've got what ammounts to a 20 hour story for SHADOW'S REACH at this moment in time, add it sidequests and minigames and I guess that ammounts to 30. I've always been worried that the game would feel too long and contain dungeons just 'there to be time killers' which can sometimes kill a game dead in its tracks if you're not careful.

Poke-Talk #1 (R/B/Y)

Odd but true fact - I was the first person in the UK to own a copy of Yellow - a full year before the official release, by pure fluke. I am however going to go with Blue as my fave (till Crystal came along!) it had a nice balance of in-game pokemon.

Have you noticed how the balance for pokemon in the later games seems to have gone a tad wrong? Look at Pearl for example, only two fire pokemon to choose from till after the elite four, and one of those is a starter.

Mission-Based RPG

I am indeed - I'm just having to take it slow between bouts of nausia (nasty) I've almost completed the home base area and the main character creation system is in place. NPC interaction within the base has also been modified to take into account your sex, and dark/light allignment, meaning that there are up to four possible variations on how each character will react to you. Currently the base has large residential and commercial areas as well as links to unfinished Command and Barracks areas for mission launching and party choosing. 150+ moves also completed and the vocabulary, etc is all in place.

*goes to lie down*

Curse sickness!

Mission-Based RPG

Appologies for being away so long - I've been ill and just gotten better ;)

[FULL GAME] Wraith: The Second Chapter ~Sainth~

One of the best games I've played in years!

[ADVERT/DEMO] The Legend of the Philosopher's Stone - [REVAMP II Release + Progress Thread]

sounds pretty sweet to me!