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LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
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The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?

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RPG with no repeatable battles

post=145225
(Have you considered any sort of setting that makes it so imperative that you have to keep moving forward?)


Hmm, that is a possibility I should consider. Maybe something like a time limit, or some sort of apocalypse that destroys everything behind you. It could mess with my plan to fill the dungeons with puzzles, though. And would require me to actually come up with a new story instead of just reusing one I've already written.

RPG with no repeatable battles

I'm sorry but I don't agree that games without experience points are impossible for all except the most hardcore players. Not that I particularly plan on making a game without experience points. I had like half a page typed out about exactly why grinding is dumb, but I decided if you don't understand it after what I already said, then we are never going to see eye to eye.

I'm not just trying to argue with people about why Dragon Warrior is or isn't a shitty game, though. I'm asking for advice on potential problems you can see that such a system would cause, or ideas for what kinds of battle systems and other mechanics would be particularly good for this type of game.

Right now, I am trying to figure out what kind of battle system would work well first, before moving on to other things like the skill-learning system. But there's no real good reason for doing the planning in any particular order, except that the battle system is the hardest to script so I want to do all the code work for that before I start coding anything else. But of course brainstorming can come in any order! So ideas or concerns about anything at all (except "this whole concept is terrible") are of great help.

RPG with no repeatable battles

I am definitely open to the possibility of reusing the same enemy in different formations, as long as you can't do exactly the same things to win again. Hell, pixel art is my least favorite part of game design, so it's probably inevitable. I do want to change things up enough to keep every single battle exciting and dangerous, but I agree, there's such a thing as too much also.

I wouldn't want to make none of the battles have any similarities at all with each-other - it would be like learning an entirely new game every time a battle starts. Which, despite the success of Wario Ware, would be really terrible in an RPG. Strategies in subsequent fights can build on each-other without being quite the same.

Good things to think about, thanks.

DOING IT! - WEEK SEVEN ~

My game has hairsprays instead of helmets.

The final two are "Liquid Cement" and "Goku's Gel".

I think I need more silly names earlier on, though. Up until near the end of the game, they're all just normal types of styling products with increasing levels of hold.

I'm also kind of fond of my Sage Staff whose description indicates that it excels at Thyme Magic.

Do job systems work with more than 4 characters

The photographic evidence lies before you. Your request of "pics or it didn't happen" has been preemptively fulfilled.

Do job systems work with more than 4 characters

The simplest argument is thus:

The third Star Wars movie is called Return of the Jedi. That means that the Jedi returned. That means that they had to be gone. That means that the second most powerful person in the universe, whose Force-related powers were quite prominently known because he regularly choked people to death at business meetings, must not have been considered a Jedi.

However if the jam session in question was performed during the several moments between Darth Vader's redemption and his death then Fallen-Griever is correct.

RPG with no repeatable battles

If a battle requires strategy to win, then it's essentially a type of puzzle.

No matter how good your puzzle is, it's only fun to do once. After that, you already know the answer. Imagine a puzzle game, maybe it's Picross or Sudoku or a crossword or just block puzzles, where the player has to solve each puzzle five to ten times in a row before they have enough XP that the next puzzle becomes attemptable. That is how grind in RPGs feels to me.

If a battle doesn't require strategy to win, it is a shitty battle and needs to be redesigned, especially in a game like this.

If I find that I am running out of ideas for battles, I will cancel the project.

post=144992
Whatever you do, if this is a system with a strongly customizable player party (which I gather from the "not simple" comment), I highly recommend you add in some kind of way to practice battle an enemy (group) from the menu. Nothing discourages customization quite like being unable to experiment with your build.

Definitely noted. A great point. In a normal RPG you get to try out your new setup on normal battles that you already know you can win, before jumping straight into a new boss. If every single battle in the game is essentially a new boss, then I will probably need to add something like Saga Frontier's skill-testing system that it had at magic shops. It let you go into a mock battle to try out spells before you spent the money to buy them.

RPG with no repeatable battles

Well, as an example, hmm. Have you played World of Warcraft? The game has hundreds of different bosses, each of which requires a different strategy.

A given dungeon might have five bosses. One boss that summons three different kinds of minions - one with 1 HP that poisons you, one with moderate HP that attacks normally, and one with high HP that makes the boss and all other minions invincible for as long as it's alive. Then a second boss that sends orbs of fire flying around the room and attacking anyone they get close to, while he picks party members at random to paralyze and drain HP from until he takes enough damage to drop them. Then another boss that summons 30 minions at the beginning of the fight, and periodically makes itself invincible and summons a stronger minion, which you have to kill within a certain amount of time or the boss heals itself and goes berserk. Then another boss that is in a field of mushrooms that cause various effects if you hit them with area attacks. Then a final boss that makes each party member fight weakened illusions of the other four party members.

This is an example dungeon that is ripped directly from WoW, but the game has that kind of variation in each of 60+ different dungeons and raids, and all without ever relying on player-specific abilities. And it's hardly the only game in the world to have good strategic boss fights. But I'm not sure what kind of battle system I should use to maximize the amount of strategy I can create. (Don't say tactical RPG, I want to have dungeons, dammit. Though I might allow some type of movement in battle.)

post=144982
I agree some kind of extra battles would be easier rather than having a pure set number of battles it would be restricting on the player if they're struggling on a boss and know they can't retry and train a bit more to overcome it when they know all the other monsters have already been beaten.

I'm pretty sure every action, shooter, adventure, strategy, and platformer game ever made has managed this just fine. So that is not something that concerns me even a little bit. And I HATE, HATE, HATE the idea that boring repetition can be done in place of actually completing the challenge. That is the worst idea anyone has ever come up with. Why would you want to create a challenging and fun boss, and then encourage people to grind goblins for an hour instead of beating it?

RPG with no repeatable battles

Well, just because no two battles are the same doesn't mean no two enemies are the same. However, as noted, my goal is to make it so it feels like you are never given any repetition.

Psy, my goal is not to "force the player into doing more battles", it is the opposite. Once they've done a battle once, it is permanently completed and will never have to be done again. Imagine Chrono Trigger style encounters, but all the redundant ones are removed or replaced with new and different ones, and they never respawn. (And a much more interesting battle system than Chrono Trigger.)

Neophyte, I don't understand your point. If the battles rely on the player having done them many times already to learn the weaknesses and patterns, then they will be too hard to beat until you've already beaten them several times. That's obviously not good game design, nor do I think I've ever seen it done, since it would mean that the game is impossible to beat except by dumb luck

Obviously, you can't claim that boss battles require repetition. Whatever repetition you need to do is done within the fight itself. Once you've shown that you've mastered it well enough, the fight is over and you move on to a different fight. That is the model I'm going for - except with every enemy, not just bosses. Normal enemies will be easier than bosses, but no less unique. (And I wouldn't be surprised if I ended up making every fourth or fifth enemy a boss.)

RPG with no repeatable battles

Yeah, Dragon Age did a great job of it. It even added "random" battles when travelling between locations - but they were still unique, one-time-only battles, even though they were randomly chosen and there were quite a lot of them.