KOI'S PROFILE

Art school alumn.

Currently working on a solo project in VX Ace, Qui Domi (with script help from the community, and music by Ela Destler).
Qui Domi
Fight monsters under the bed to save a dying world.

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MOVED TO KICKSTARTER!

author=Corfaisus
I don't have an account on kickstarter so I can't comment there but I have to ask: with this much done, why is money needed to see this project through to the end and where will it be going? Rainbow Nightmare: Libra had this same problem. It promised that everything that needed to be done for the game was already being taken care of and that the money was just to ensure that the game would be put out in a reasonable amount of time (years later, all we've got is a demo and no word of progress).

What would improve if people throw money at this project?


I need money to pay my composers for their music.

Qui Domi

I'm just gonna say this: I'm going to make the monsters drop more EXP, making grinding less of an issue. I expect players to battle perhaps at least half of the monsters. If a player runs away from every monster in a game that tells you it's your job to go down there and kill them, that's the player's fault. I mean that's the very first conversation you have in the game, you're told to fight the monsters.

I'm going to consider the stat boost after boss fights. I'm not hopping on that idea immediately because I'd have to spend a lot of time retesting and tweaking the stats of the monsters and the amount of items found in each area... just a lot of tedium.

Red_Nova is helping me with making the player a step away from monsters after escaping, so running away is not so difficult.

And lastly, I'm trying to design more monsters to appear in each biome to add variety. The truth is I am really not good at making monsters so those are gonna have to wait to debut in the final release.

MOVED TO KICKSTARTER!

author=Pancaek
Nice! Hope you can get the funding you need! I'll share this anyway I can, but I don't really have a following of any kind so it's not really going to do any good.


Any sharing is good. Thank you!

RPG Paper Maker

This looks amazing!

Qui Domi

author=Red_Nova
Yeah, that wouldn't work for this game :/ The monsters roam about the map so if you escape, they're supposed to still be there.
I've got a system in my current project where, if you run away from monsters, they will back up one space, wait a set amount of time, then resume chasing you. If that's what you're looking for, let me know and I'll be happy to show you how I did it. You can edit the process to not chase the player if you want.

This IS a really good point. There's no combat tag, and the only tags I think that could work would be "action" or "RPG." Which one should I use...?


An action game's core revolves around some sort of physical challenge, like quick reflexes or hand/eye coordination. Since that's not the core of this game (based on what I've read, I've yet to play it myself even though I want to), then the action tag wouldn't work. If this is an adventure RPG, then I'd recommend using the RPG tag.


Okay, thank you! :} And yes please, could you PM me?

Qui Domi

author=Marrend
The way I do it is to use the Erase Event command after the Battle Processing command. That way, the event will be erased from the map (until it's revisited) regardless of whither or not the player wins the fight, or runs. I'm not sure how viable this tactic is for this game, though, as I've not played it.

Yeah, that wouldn't work for this game :/ The monsters roam about the map so if you escape, they're supposed to still be there.

author=unity
Okay, good point. Though I don't see why you can't have an adventure puzzle RPG that's also serious about the combat aspect, but yeah, players will probably want to know about that going in to the game. Perhaps that's an issue with tagging. Is there a "Combat" tag or do you think "Action" would work?

This IS a really good point. There's no combat tag, and the only tags I think that could work would be "action" or "RPG." Which one should I use...?

author=unity
tl;dr: unity takes people using the phrase "bad game design" way too seriously XD;

I don't think you take it too seriously, since "game design" is literally the #1 job of a game dev.

Qui Domi

author=Corfaisus
And I think you should disable the monster's ability to reengage you after a battle for a few seconds. If you escape, you'll just immediately hit the same encounter over and over again until you cave in and fight it.

You are not the first person to suggest this, and I actually would like to put it in! But I don't know how. If you can tell me how to implement this, then I will definitely do it.

author=Corfaisus
Then you get to the second region with the prickly grass at Lv.2 and run into an encounter with two bees that deal 20 damage per hit and the only thing that heals more than that is your one dino band-aid that heals for 50. Fighting them is pointless because the jacks don't work and you only do like 6 damage to them (assuming you even hit), while they beat the living bejesus out of you.

I haven't played those battles in a while so I just went into the database to battle test. The bouncey balls hit about 24-26, pencil around 12, spinning tops 53-55, and the bees hit with a 19-21 with their buzz, and 16-18 with their sting. This is all at level 3.
Again, I work very hard to try to balance the difficulty curve but after every playtester I've seen I expect that the player will be at least level 3 by the time they reach biome 2.

Something I think I should do is make the monsters drop more EXP, that way it'd be easier to level up and wouldn't require a lot of grinding.

Qui Domi

I put in free-roaming monsters for a couple of reasons. One, so that you can run from them to go heal up and get prepared if you're in a bind. Two, I absolutely hate random encounters. And three, just to give you a chance to escape if you want to, but it's not intended for players to completely disregard them.

Also, another factor to consider is that if you don't fight, you can't save the game. Monsters are the only way to get candy wrappers. I did this on purpose.

Qui Domi

author=Pancaek
You could just remove leveling all together. It doesn't really seem necessary in your game. You could have the progression of the players health/strength in items, as it's unlikely that most players will walk past a chest without opening it.


But then that removes the point of battling at all.

Qui Domi

author=Mirak
I would avoid barring the player from hightailing back if things get hairy unless if absolutely necessary. Just something to consider, i mean no harm.

Btw, big fan, can't wait to buy the completed game.


I don't get what you mean by hightailing back. Also, thanks :} It's actually gonna be free when it comes out.