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MP3 vs. Midis

It takes a lot of work to make a MIDI actually sound good, since the vast majority of the instruments sound absolutely vile. So for writing your own music, using MP3s is just a lot easier and sounds better anyway. Filesize seems a lot more important here than most other places on the internet, but even so, MP3s are a lot more flexible.

As for getting music from other places, well you can generally get pretty well-made MIDIs. Or at least re-encode the MP3s to a lower bitrate that still sounds all right. So a lot of times the filesize COULD be smaller, but people just don't do it.

Stat Differentiation

author=Jabbo link=topic=1329.msg21640#msg21640 date=1214374541
The Way, for example, effectively didn't have a Defense stat and got away with it pretty well, so I'm not just completely making junk up.
Just because I like the Way doesn't mean I consider it a perfect RPG. I don't want people assuming that I'm some sort of fanatic or something.

So maybe we should lower our standards a tad.

author=sabbath link=topic=1340.msg21676#msg21676 date=1214411825
I think you guy's are truly gonna be blown away with my game.

Never say that. Not to be mean or anything, but I've automatically already assumed that your game will be meaningless, worthless tripe.

Having a good, solid story is enough; you don't need to have a ridiculously super-awesome ultimate end-all, be-all everything story. Also, if story is the only thing you care about, then you probably won't be able to create good gameplay (Game or a Move? Movie!).

Most popular online

Actually I'm morally opposed to social networking websites because they cheapen life in general, but maybe that's just me.

Pokemon MMO

author=kentona link=topic=1393.msg21666#msg21666 date=1214405719
Also, in the world of electronics, smaller is better, so 2 is better than 3.

Dude... 1D game. x---o---o------o----o-----o--|

And the point of pokemon is to wander around the world collecting pokemon and fighting everyone you see to level them up. Pretty much everyone loses to you because they don't have any skills or good pokemon, and then at the end you become the world's best trainer by beating the other world's best trainers. No one's really evil, except the crime syndicates, who are noobs anyway. Pokemon = lacking in the whole involved story thing.

rate the above person's signiture

All the single digits in it add up to 19, which is how old I am. Since no one actually likes me, 0/10!

Stat Differentiation

Well I'm just saying that all my arguments are in relation to this system, which is where I came up with the "100 HP" idea in the first place. Which doesn't work, but I think it would be cool if it could, especially in an action system where you're trying to control your characters and don't really have time to check "oh wait, who just took that 300 damage... was it one of the girls? Oh yeah, it was, I'd better heal, OH WAIT DURING THIS THOUGHT PROCESS MY ENTIRE TEAM DIED!"

Maybe not that bad, but you get the point. I mean you'd still have HP, it'd just be Def that determines how much damage you take. And the "casters" thing is a little different in my situation, since everyone uses magic. And as for resistance, it's elemental, so if the earth girl gets hit with a wind spell, she's going to get clocked regardless of her general overall resistance. I mean yeah the water girl will probably be able to survive a fire attack better than the fire guy will be able to survive a water attack, but it's still going to hurt.

So I guess the point is that my system is completely nuts and unlike the traditional RPG system and thus I can probably do whatever the hell I want with stats and get away with it. Since what's happening on the field is more important than the whole "attack them until they run out of HP!!" situation, stats are really more of a way of deciding where people will be than anything else.

Still, the whole "how many stats do I need" thing is something to consider. The Way, for example, effectively didn't have a Defense stat and got away with it pretty well, so I'm not just completely making junk up.

Corrupt a wish game!

Granted. Any woman you get close to is immediately assassinated by others out of spite.

I wish this website had fish in it.

Stat Differentiation

Well, honestly, I can't really figure out a way to make the 100 HP thing work. But there are a couple reasons why I want it to.

In the game I'm talking about here, I have five characters:
Lead: Offensive mage-type (medium HP, medium Def)
Girl 1: Defensive mage-type (low HP, low Def)
Boy 1: Speed type (low HP, low Def)
Girl 2: Defensive type (medium HP, high Def)
Boy 2: Offensive type (high HP, medium Def)

Now, for every single character, their Def and HP stats are the same caliber, except the last two, which can be attributed to gender. So what's the point? Attack (Fire), Defense (Earth), Speed (Wind), and Magic (Water) are required statistics, and I already have my four, one for each element. Why do I need HP?

Stat Differentiation

author=hima link=topic=1329.msg20976#msg20976 date=1214050985
Def is only physical.

Yeah, I mentioned that originally. The whole why do Def for physical and HP for magical when you can do Def for physical and Res for magical thing.

author=Koregoth link=topic=1329.msg21591#msg21591 date=1214357783
1 damage.

That's actually completely wrong. If you actually make your formulas properly, damage will consistently be whatever throughout the game. Just think of the 100 HP as a percentage.

author=Koregoth link=topic=1329.msg21591#msg21591 date=1214357783
Semantics.

Call it Def or Con or whatever the hell you want, but there are multiple interpretations of what these stats are. Def doesn't have to be the thickness of your armor.

author=Koregoth link=topic=1329.msg21591#msg21591 date=1214357783
Numbers.

Not every game is Final Fantasy or has numbers that work like Final Fantasy. Don't assume that just because HP sticks at 100 that all the other stats in the game will completely outstrip it. What if MP caps at 100, too? What if Att caps at 40?


The point here is that all of this has been addressed already. It's a matter of which is more important to you, simplicity of statistics or player choice? In traditional setups, the stats are what matters and you customize characters by customizing their stats. My alternative, which I assure you is viable, is to reduce the number of statistics to give the player a better feeling for them, and then allowing them to choose among a small number of options, each of which has a dramatic effect on just how the character fights.

I'm not saying my way is better, since there are apparently a lot of good reasons to use the traditional setup in a traditional system. But you should at least consider these things when you make a game. Does every single stat you have really add to the gameplay? Do you really give the player a chance to explore each in its own right? Or do you just throw a bunch of darts and assume that the points'll add up to enough?