GOLDENGUY'S PROFILE
Goldenguy
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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."
The Staff of Cyrenia
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I have two guesses here - you're either facing a massive tsunami of sorts, or you're at the world's edge. That oddity aside, and this being your first project, I see promise in you.
The Damulan Legacy
Nah, Staff of Cyrenia I made about a year before The Damulan Legacy, but it was only fully uploaded about 6 months before because both times I've gotten to the end of the game and then become a slacker getting it fully done. lol
But sure, try it out too. It definitely has some different aspects about it than TDL, though I feel that TDL is a better game overall.
But sure, try it out too. It definitely has some different aspects about it than TDL, though I feel that TDL is a better game overall.
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.
The Staff of Cyrenia
Thanks for the review, even if it isn't a full review lol.. yeah, even to this day I could use some work as far as writing and some types of scenes go - I feel since SoC that I have gotten better but it's still probably my weakest point in my own opinion.
I've re-played through the game for the most part recently and while some magic helps on some bosses, I was able to get by with a lot more just hack-and-slash than I liked. In some enemy battles, that's alright, but bosses should definitely test your party.
On a SoC standpoint looking back, my mechanics in general could have used a bit of work (i.e. spells and MP costs and what-all), and I think a difficulty downfall I have personally is that I don't really give enough more potent status effects (like paralysis and whatnot) to make their curative items worth looking at.. but this is what good constructive criticism is for and I thank you for phrasing the cons in that sort of manner!
I've re-played through the game for the most part recently and while some magic helps on some bosses, I was able to get by with a lot more just hack-and-slash than I liked. In some enemy battles, that's alright, but bosses should definitely test your party.
On a SoC standpoint looking back, my mechanics in general could have used a bit of work (i.e. spells and MP costs and what-all), and I think a difficulty downfall I have personally is that I don't really give enough more potent status effects (like paralysis and whatnot) to make their curative items worth looking at.. but this is what good constructive criticism is for and I thank you for phrasing the cons in that sort of manner!