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The near/far thing is a good idea. It gives the player time to consider what he should prepare for next.

Quirky.jpg

author=ZakkuKun
Well, friend, your facts have just changed my mind. There will be a further upload with a fix. Thank you, very much.


Shrug... You don't have to change anything if you don't want to. I wouldn't describe what I said as fact.

Quirky.jpg

author=ZakkuKun
author=Jude
One thing I would recommend is limiting the number of tree styles for a given area. That way the next forest doesn't look exactly the same.
I was contemplating that, so I looked outside at the woods near my house, and I saw tons of completely different trees, so I figured I'd just add different kinds.


It's not a matter of realism, but of visual contrast from one level to the next. There needs to be a strong visual cue that makes the player say, "Oh, I'm in this area and not that one." Especially if your world is non-linear and allows for branching exploration.

Quirky.jpg

One thing I would recommend is limiting the number of tree styles for a given area. That way the next forest doesn't look exactly the same.

Specialization Perks

If you are curious about spells, I ended up giving them all a base cost with an added amount based on maximum fury. Currently it looks like this, copy/pasted from Excel. Level is Marcus' current level. Fury is his current maximum Fury based on level (looks at my stats progression chart to extrapolate). Build/alt are the specializations required to learn the spells. Spells have a base cost and an added percentage of maximum Fury. Actual cost at that character level and how much of your maximum Fury is displayed to help me find the sweet spots (my goal is usually to do things like make Heal cost about three Slash abilities, based on expected Brave stat).

Level:	18		Fury:	72	
ID Min Lvl Spell Build Alt Base Modifier Cost % of Max
01 2 Heal 110 5 70% 55 76%
02 2 Blind 101 8 30% 29 40%
03 3 Remedy 111 3 20% 17 24%
04 5 Weak 221 8 10% 15 21%
05 5 Slow 212 10 10% 17 24%
06 5 Exposed 122 6 10% 13 18%
07 6 Dispel 222 10 25% 28 39%
08 6 Poison 321 231 16 10% 23 32%
09 6 Regen 132 123 16 15% 26 36%
10 6 Leech 213 312 12 50% 48 67%
11 9 Silence 333 12 30% 33 46%
12 10 GuardUp 532 352 10 20% 24 33%
13 10 AttackUp 253 235 8 18% 20 28%
14 10 SpeedUp 315 513 12 22% 27 38%
15 12 Dizzy 444 12 15% 22 31%
16 15 Furious 753 573 40 10% 47 65%
17 15 Fatality 375 357 40 10% 47 65%
18 15 Barrier 537 735 40 10% 47 65%
19 15 Charm 555 24 10% 31 43%
20 18 Blitz 666 50 10% 57 79%

Numbers are all highly subject to change right now, but the mechanics are in place now. You learn them based on your top two masteries, and they are awarded at predominantly odd-numbered mastery ranks because abilities are learned at 1->2->4->6->8. I haven't advertised much on spells because it has been one of the most fluctuating mechanics since the beginning.

Finished reconstructing some of the battle system's core common events. There is more I can do but I really don't feel like it at the moment. Since that is done I will focus on specialization perks again.

The whole battle system tune-up only happened because Radiant's implementation was clunky... I had accounted for elements with enemies but never the player (not entirely true... hero lacks affinity even with gear, but gets absorption shields which I will explain at some point). I basically just put all damage generation into the same common event so that all entities play by the same rules... not that they ever didn't, but now it is reflected in the back-end.

I also made a big change to the turn system. Turns still play out in the same order, but it cycles the common event far far less frequently to determine the turn order with an added bonus of extrapolating future turns. When I first devised the battle system it was supposed to display turn order, but I got rid of it because it seemed like a hassle. I will probably not display turn order since the HUD is already busy enough as it is, but I may use it to go back and give some of the bosses better planning. Or I may just display it... not decided.

Anyway, perks... I need to shed Metabolism because it frankly sucks. I'd always wanted Remedy to be a cheap spell so Metabolism just seems useless. I will consider replacements, likely with a better top-tier Finesse perk and moving Wrathful to one of the "clutch" perk slots. I am also considering reducing the number of overall perks and slapping them on the odd-numbered mastery ranks, cutting out the flat stats and maybe making Wrathful a "balance" perk.

I am still going with "balance" being independent of tier and keeping Skilled, but for now changed the progression to 20->30->50.

More decisions to be made still.

RM2K3: Export Switches/Variables

author=psy_wombats
Actually, I think misinterpreted what you were trying to do. I thought you were looking for in-game references to a specific variable rather than trying to find the variable that's needed for future use. It's been a while since I've used the tool so maybe it'll still be of some help.


The tool had the feature I needed. Just set it to variables and click the button to the right, and there is a search field in the window that pops up. It basically looks like the RM2K/3 variables/switches window but with a search field.

RM2K3: Export Switches/Variables

author=psy_wombats
RM2K/3 debugger, hosted by Cherry, made by Sue. It has a very neat search feature with filters if you need them. It's a pretty good tool to have around.

Giving it a shot. Thanks for the assist, psy_wombats. I am streamlining a lot of things in my battle system, but because so much of it got kind of hodge-podged together, not everything is in the right order and I hate hunting for the right variable.

RM2K3: Export Switches/Variables

Are there any RM2K3 utilities out there that will allow me to export my variables/switches into a text file or some other searchable file type? Basically, I am looking for an easy method to search for a variable/switch number by name, if that makes sense.

Specialization Perks

Alright, I made some decisions. The balance line of perks are independent of tiers and simply become unlocked when you meet the requirements. Fury-cost scaling has been implemented for spells. Before I make any additional balance changes I am streamlining the battle system's core common events. When I was digging around in there last night to get the Radiant perk to work, I realized I could've made things a lot more modular (easier to edit individual battle system components that way) and also speed the engine up. Backed up the existing project first just in case I make things worse.

Looking for Testers:

Edit: Nevermind.