INDEPENDENTART'S PROFILE

DEEP 8
A classical, yet unconventional RPG

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Screenshot Survival 20XX

@EtherPenguin
I'm not sure, I understand everything you are saying. Like:
author=EtherPenguin
Show the player that enemies deal burst damage that they can't out-heal before a party wipe

Not sure, what your suggestion is here.
But maybe that's what I did by implementing an attack combo that'd be lethal, if you don't defend.

However I havn't really considered the "danger" that players would heal with defend at the end of every battle. I don't think, many players would actually do that. Just because they're lazy. :D They might do it, if they have like no potions anymore. Otherwise they'd use them to heal after battle.
I agree with you, that MP is an important resource. Sometimes in battle you are missing juuust some MP to cast the spell that you want. Then I feel it's convenient to just defend once, get the MP and cast the spell. One character actually has a special technique where she gets only 25% damage, heals double HP but no MP.
Potions: In my game you can carry 99 potions. BUT every character has a potion tolerance. So they can't consume them limitlessly. I added this feature just recently, because I find it anoying when success in battle only depends on potioncount. However it's usually just relevent in boss batttles.

btw, someone tested the mentioned battle for me: https://youtu.be/N-3YXOWA6BY?t=5380
it's german, but I guess you can understand, what's happening.

Screenshot Survival 20XX

Yes! Especially on the third hit. I havn't balanced it yet, but I'll try to make that one lethal. :D I'm really trying to promote the defend command and made it attractive by giving it a lot of bonus effects like HP/MP healing, quicker filling of the "limit break" and quciker ATB.

Screenshot Survival 20XX

Here's a hint: Most RPGs provide it, but no one ever used it. :D

Screenshot Survival 20XX

@NanakyTim
I'm really kinda likin that fairy effect and would love to see it without compression. However of course it looks a little too dark/opaque. But since I don't really know your game, I can't really say if this is a problem or how it would feel ingame.

I created a new optional enemy today. He's throwing a boomerang that is taking overall 3 turns on the party. Everytime spinning faster and hitting you stronger. Of course unlike the gif, you get turns in between.
Here's a question for you: What would you do against that? :D

Screenshot Survival 20XX

@Tw0Face
I guess, it's hardly possible in standard RM2k3. I use some plugins, originally dynrpg, now migrated into easyrpg. They help a lot.
Btw: I implemented now that the salto can be used to clear greater gaps.

Pace
Looks good. Didn't know you've been on the road this long too, with this project.

Screenshot Survival 20XX

Ramirez can do flips now, while jumping. I just don't know yet what they are good for. Maybe for jumping farer (further?). The downward flip is missing motion blur :D And the framerate fucks it up pretty good.

chloe_flgel.gif

author=cutiesbae
I like a good T-pose


You do? :D

Screenshot Survival 20XX

@blumabriefs144:
I feel like your projects look interestingly differnt. Let's put it this way. I might have a closer look.

But on the topic of font: There is a reason for standard font being usually white with black shadow. It's because there is the highest chance of being readable, beccause the white stands out the most to dark backgrounds and the black stands out the most to lighter backgrounds. So it's the perfect combination. For a reason papers are printed black on white, usually. Colorful or playful fonts should be used to hightlight special stuff like headlines, names, etc.
Same for your menu: it is good, that the green font has a black border. But the green is too dark and not standing out enough from the BG.

Image3.png

this actually makes me curious ...

Screenshot Survival 20XX

yes, second one looks good to me :)