GOLDENGUY'S PROFILE
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Balancing The Money
The only real way to balance money is playtesting - there is some that can be done with number work and estimation but even then it's even more difficult than balancing experience given. The best I've been able to find has been playtesting, making sure I'm at the "intended" level at certain parts, and seeing what kind of spending power I have when the time comes.
Even then, there will be variation, especially if you don't use a fixed ratio of gold to experience given.
i.e. Player has 100 exp - did he kill 50 monsters that gave 2 exp and 3gp, or did he kill 25 monsters that gave 4 exp and 5gp?
Even then, there will be variation, especially if you don't use a fixed ratio of gold to experience given.
i.e. Player has 100 exp - did he kill 50 monsters that gave 2 exp and 3gp, or did he kill 25 monsters that gave 4 exp and 5gp?
NPC's Anyone????
I don't see any problem against randomly moving NPCs, but it's good to have a variety. I prefer having some randoms, some moving in set directions, and even some interacting with others or whatnot.
To me, if you're going to have any half-significant number of NPCs and want to give every single one of them a purpose, that just pushes development back further for something that the player might notice, but ultimately won't marvel at. I'm also of the mindset that too much of anything, whether it's good or bad, is a bad thing, and thus variety is the spice of my choosing.
To me, if you're going to have any half-significant number of NPCs and want to give every single one of them a purpose, that just pushes development back further for something that the player might notice, but ultimately won't marvel at. I'm also of the mindset that too much of anything, whether it's good or bad, is a bad thing, and thus variety is the spice of my choosing.
Boss Survival GO
I'd say if there are curative items available to the players or spells that alleviate stuff like paralysis and whatnot, that's a good reason to use those status effects with the boss.
The first boss in my newest project spends the first two rounds relieving two of your characters of his/her weapon and helmet.
My second boss is actually three enemies, and this is where I'm really starting to bring on the status effects - one has paralysis, one has poison, and the other has the ability to send the player into shock (90% attack/def/mental, reduced hit ratio, and no magic). Oh, the three also regenerate health each turn, and the amount of health is directly influenced by optional things done in that dungeon. Complete all optional bits, and the regeneration is very slow. Complete none of them, and the regeneration is going to be pretty hard to overcome.
As "mainstream" as it may sound, I've started to really like the idea of implementing gimmicks with bosses.
The first boss in my newest project spends the first two rounds relieving two of your characters of his/her weapon and helmet.
My second boss is actually three enemies, and this is where I'm really starting to bring on the status effects - one has paralysis, one has poison, and the other has the ability to send the player into shock (90% attack/def/mental, reduced hit ratio, and no magic). Oh, the three also regenerate health each turn, and the amount of health is directly influenced by optional things done in that dungeon. Complete all optional bits, and the regeneration is very slow. Complete none of them, and the regeneration is going to be pretty hard to overcome.
As "mainstream" as it may sound, I've started to really like the idea of implementing gimmicks with bosses.
When do you think is a good time to be able to change your party?
My newest project has seven characters; you basically start with three, and you meet the final four relatively early (less than 10% through the game). As soon as they are there, I allow party change.
As far as story and all that goes, I play it off like everyone is along, and that your party is just your "active battle party."
As far as story and all that goes, I play it off like everyone is along, and that your party is just your "active battle party."
What are you working on now?
Working on a new project now - I'm hoping to make a legit good game with the new project but I'm also using it as a vehicle to spin up my creativity - I've already gotten a good deal more immersive as far as making battle a bit more interesting.
i.e. - the first "boss" spends the first two rounds disarming two of your party members of their helmet and weapon, and only one of the seven usable characters at that point has magic that is worth anything to use on the boss.
i.e. - the first "boss" spends the first two rounds disarming two of your party members of their helmet and weapon, and only one of the seven usable characters at that point has magic that is worth anything to use on the boss.
Deckiller's gameplay blog
Curious to see how you end up liking The Damulan Legacy, all the necessary patch updating aside of course, LOL
How do you design a good tower?
A good tower should have some intricacy as far as pathing goes, and puzzles don't hurt either. I like to leave earlier-part-of-game towers as fairly simple paths with a few dead-ends to find, and the later ones in the game as all out combinations of puzzlework and traversing the right pathway.
Boss Survival GO
I had a few regular enemies way back in The Legend of Kuleh (~2003-2004ish) that could drop your character a level if they used the right attack. I don't recall any in recent games that I've made but I wouldn't count out that possibility either.
Reveal your secrets: where did you get your ideas?
As far as actual game events, I come up with those on my own.
I draw a TON of inspiration from the Phantasy Star series though. The real PS series (PS1 through PS4).
Musically, I sometimes pick out some random stuff, but my musical pickings tend to fall more from Lagoon (SNES), the Phantasy Star series, occasional Secret of Mana choosings, stuff like that.
I draw a TON of inspiration from the Phantasy Star series though. The real PS series (PS1 through PS4).
Musically, I sometimes pick out some random stuff, but my musical pickings tend to fall more from Lagoon (SNES), the Phantasy Star series, occasional Secret of Mana choosings, stuff like that.