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super long mega friendship post

Good luck raising funds. I think it's probably going to get harder and harder to stand out on Kickstarter without an existing amount of buzz before the campaign begins, which is a pretty difficult task in and of itself--getting buzz, that is.

MECHANICS: What does a +3 Attack look like? How does it compare against my +5 Defense?

author=GreatRedSpirit
Cool, thanks Jude.
And there are a few ways you can manipulate this, but I think it's easiest to adjust the numerator in the modifier equation. For example....

10 / (100 + Defense) increases the number of hits by 1 for every 1 point of defense.

It all depends on how meaningful you want one point of defense to mean and how many hits you want your guys to be able to handle in general.

Diablo 3 actually uses two modifiers because it factors both armor and resistances into it, so the final damage equation is ArmorMod * ResistMod * Power = Damage. I don't know what the numerator/denominator are for the modifiers exactly as they are different for Armor and Resist because they scale differently (armor and resist have about a 10:1 ratio in D3), but it still resembles the 100 / (100 + Defense) formula. Also, because ArmorMod and ResistMod are multiplicative some interesting things emerge. Basically, if you have a lot of armor then resistance becomes more valuable... but if you have more resistance then armor becomes more valuable.

For elements though, I actually prefer the jRPG standard of double damage or half damage to something numerical, because I like elements when they are context and situationally relevant rather than another number you want to keep increasing with every piece of equipment, but that is just preference. It definitely works better for the MMO format where individual players are expected to take on a specific role for a diverse amount of content, though.

Edit: I found D3's:

Resistances estimated formula was:
Reduction % = 1 / (0.010003987 + (2.9972987 / Resistance))

Armor estimated formula was:
Reduction % = 1 / (0.0099975592 + (30.001944 / Armor))

Theirs is a little more complex but you can see how it still uses the defensive stat in the numerator to get that number of hits scaling. And you can see where I said armor and resist have a 10:1 ratio in effectiveness too. Basically, if you make a spreadsheet with columns for each of these variables you can find the right balance for your game, if you choose this method of damage calculation.

I really like this method in general but don't use it for Necropolis because one of my design goals is for there to be attacks which deal multiple-but-weaker hits to be more effective against lightly armored targets than single powerful attacks, and the best way to achieve this is a straight up (Attack - Defense) * Hits = Damage formula.

MECHANICS: What does a +3 Attack look like? How does it compare against my +5 Defense?

author=GreatRedSpirit
Do you have any links to mechanics on games or what games use that use the scaling dmage to # of hits you talk about? I'm interested in it but I'm not sure where to start with educating myself further on the concept. The most related thing I've done is planning # of attacks to kill a character or enemy in enemy and encounter design. I'm definitely going to think about it for the future at least.

Off the top of my head: Diablo 3, World of Warcraft, League of Legends.

Oh... Links... Here's one Google found for me about League of Legends' formula, which is actually identical to the one I posted: http://www.reignofgaming.net/blogs/a-different-view/diff-the-ender/21061-diminishing-returns-fact-or-false-rp-contest

MECHANICS: What does a +3 Attack look like? How does it compare against my +5 Defense?

I think having two formulas goes against a transparent system. If you are that concerned with enemies dealing a non-trivial amount of damage even at high defensive values, consider scaling damage reduction from defense off of the idea of "effective HP," which is an increasingly popular solution in modern western RPGs. Basically, you scale the effectiveness of defense based on how many more hits it allows an actor to sustain rather than how much defense reduces the amount of damage per hit.

If that doesn't make sense, observe these formulas and this shitty unlabeled graph I made in ten seconds:

Modifier = 100 / (100 + Defense)
Damage = Modifier * Attack



In the graph, X represents the number of hits the target can sustain while Y represents the amount of armor the target has. For this graph I used a constant Attack of 100 and a constant Health of 1000. As you can see, every 10 points of Defense increases the number of hits a target can sustain by 1.



This second graph shows armor as X and damage as Y. At 0 armor, 100 damage is received. At 50 armor, 66 damage is received. At 100 armor, 50 damage is received. You can see how the formula has "diminishing returns" built into it without having to compare two different equations and taking the better of the two--the rules are consistent across the board which allows for transparency. Keep in mind that the "diminishing returns" are applied to damage mitigation, while the hits vs armor graph clearly shows there are no diminishing returns in the way that actually matters (how many hits can I take?).

Is a title screen and logo set up more important than you think?

author=Corfaisus
author=LouisCyphre
I dig the third one, with all the characters stacked up. There's plenty of room for quirky details, and I think the less distant "logo-y" logos would run counter to the feel of the game.

Also excuse me while I play Rockin' Roll Racing RIGHT NOW.
I don't know. The thing about the third one is that it just screams Fooly Cooly, which sort of takes away from the whole originality factor. You can sort of see the similarities, even if it's not meant to look like it.

Pretty sure FLCL isn't the first piece of fiction to use a group pose.

Keeping it in RMN.

The level of complexity goes up pretty dramatically when things become 3D, alterego. I'm not sure that is a good idea for RPG Maker, which is intended to be accessible.

vacant sky's failure and the trends of selling rtp to stupid humans

The last set of trees are similar but not the same. This is not uncommon in the pixel art realm.

Just had a very emotional experience.

I've heard only praise for To the Moon. I'm apprehensive about grabbing it because the visual novel genre usually doesn't do it for me, but I guess there is a one hour demo I could play first.

Complete Game Now Available!

Cheers, Deltree. Downloading now--was a big fan of the first episode and decided to wait it out for the remainder.

Slow Progress