LOUISCYPHRE'S PROFILE

LouisCyphre
can't make a bad game if you don't finish any games
4523
I am also called Rasalhage these days.
Essence Enforcer
An Enforcer's duty is to protect the city and the people. But what, exactly, does that mean?

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Let's Play/Try [SUPER BATTLE KIDDO EXPERIENCE] Part 1 - It's a Kid's World

author=Fidchell
Some people will even just casually listen


Ah, that makes sense. Thanks for the reply!

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Hole in the ground by the item shop? I wonder what that's about.

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Let's Play/Try [SUPER BATTLE KIDDO EXPERIENCE] Part 1 - It's a Kid's World

What is it that makes people read text boxes out loud?

Using OODA to write battler AI

Worth noting: This is the RPG equivalent of a fighting game boss that reads your input to block.

It's cute on paper but it is remarkably unsatisfying to play against. No one likes being 100%, perfectly countered with nothing they can do about it. Imagine a FPS where enemies are perfectly accurate, or--more relevantly--trying to beat a modern chess AI. It isn't fun. Don't put these in your game.

In a game that uses this, all you do by equipping the Fire Shield is make enemies target someone else. There's no point in making any character beefier than normal, because that makes enemies target the next ally down. You can't have frail healers, because they will be focused down. And above all else, unlike any action game where you can overcome these issues with good positioning and reaction time, in an RPG you are purely at the mercy of enemy attack rolls.

I strongly encourage anyone who read this and thought, "Wow! My game needs this!" to fully rethink why they are making a game in the first place.

How do you balance skills/monsters/items/chests/equipment?

author=Milennin
author=Craze
why have defense when you could just have hp ;V
To make enemies strong against physical attacks and weak to magic, or vice-versa?


You say it like it's so simple, but it's not.

Whether or not you even need to make that distinction will depend on other factors in your game. Are you operating on a system of elemental resistances, or simply not playing up the "matching game" aspect that enemy defenses often give? You might find those sufficient for your needs. SMT IV is a solid example of a game with no defense stat. Armor gives HP and modifies your elemental resistances, rather than just subtracting some value from damage taken.

Whether or not you want more or less stats is typically a function of the length of your game. The more gameplay segments you have, the more mechanics you'll want to provide variance and identity to those segments. Many MMOs and SRPGs, for example, have lots of stats and rules so that they can use them to differentiate dungeons or maps. You might have dungeons with many fast, frail foes that take reduced damage from Crits to encourage you to use area spells. You might have enemies that ban certain elemental spells; causing tactics to change.

Essentially, decide the ways you want to challenge the player. Then, include only the stats and rules you need in order to make those challenges.

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Slick sprites!

RMN Tagline Thread

http://rpgmaker.net/forums/topics/18525/?post=674644#post674644

That said, I'm talking entirely out my ass as I haven't played either of them. I'm just going from what I've heard.

How do you balance skills/monsters/items/chests/equipment?

Start with your pacing: How long do you intend your game to be? How long is each gameplay segment (classically; a dungeon or level, though it's muddier these days)? Is your difficulty gradual, as in conserving resources throughout a dungeon, or concentrated entirely into bosses?

The answer to these questions and more is usually "somewhere in between." Your first task is to figure out where in between. The rest of the decisions of your design will follow.

For stats, I typically start in very specific point -- HP -- and arbitrarily decide how it'll scale. The rest of the game's stats and scaling bows to serve this arbitrary decision. I consider the length of your stats to be a graphic design decision, since it influences how you set up your UI and how visual elements are spaced. Smaller numbers better suit tightly-balanced games, whereas larger numbers better suit games in the vein of Diablo or Disgaea where the goal is to allow the player to become ridiculous. Again, your tonal decision here will be influenced by the overall mood of your game.

Balancing challenge and hype

The conversation can happen concurrently, too.