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Everwind DevBlog #15 - Mouse merchant and entrepeneur
I see. Sadly, I know nothing about Chicken Run, so that reference means nothing to me. But Fetcher is a nice name nonetheless. :)
Everwind DevBlog #14 - New dungeon
LockeZ:
Thank you for you feedback. Game balance is the ever creeping lurker on my shoulder while crafting a game. You make a valid point about consumables. At this point, consumables cannot be bought in shops, but must rather be crafted using items found around the map and dropped by enemies. This crafting skill must be trained in order to make better consumables, training that costs gold. Ultimately, you never know how well balanced a system is until you've played your game from start to finish.
Thank you for you feedback. Game balance is the ever creeping lurker on my shoulder while crafting a game. You make a valid point about consumables. At this point, consumables cannot be bought in shops, but must rather be crafted using items found around the map and dropped by enemies. This crafting skill must be trained in order to make better consumables, training that costs gold. Ultimately, you never know how well balanced a system is until you've played your game from start to finish.
Everwind Dev Blog #6 - Perks
author=Clareain_Christopher
Epic feature, but why not give these perks to only certain characters?
I mean it would make balancing a hell of a lot more easier, wouldn't it?
(gives all eva perks to MC--MC now is able to avoid 90% of all attack)
An issue I'm constantly thinking of. More freedom to the player always means less control for me. Balancing it all is going to be a blast (to the head). You make a good point, maybe I'll fix perks to specific characters. I will have to play around with it a bit more before I make a final decision. All the systems have to work together before I can determine if this is going to be a balance problem. Thanks for your comment.
Everwind DevBlog #5 - Stealing
author=bigtime
Sounds very nice. Making good use of skills. What are some examples of things we can steal?
The items are simply called Cheap Loot, Common Loot, Rare Loot, Valuable Loot and Epic Loot. These can be be sold for cash.
Everwind DevBlog #4 - Alchemy and Treasure Hunting
author=Hesufo
You should crop the size of the map further in order to make the treasure hunting more challenging!
About the level scaling on Skills, you could make 'em learnable from books that could perhaps be trophy-tradeable/obelisk rewards, or obtainable via sidequests. Of course, you could still introduce some of them through the main quest, as a means of increasing your skills accordingly to the characters' level.
Yes, I might do that on some of the maps. Some easy, some more challenging.
Maybe, but I want to force the player to make choices. He is not supposed to be able to learn all the skills. In irder to be good at alchemy, he has to sacrifice to be good at stealing/lockpicking or speech. But I don't think I'm going to introduce any of the skills via the main quest. It will all be optional. Right now I think I want to make trainers that require training points in addition to a sum of money that increases when the skill becomes more advanced. That will keep the player from learning a high skill at a low level.
Extraneous ideas
For my game Everwind I use food items to recover health or mana over time in battles, and potions for instant recovery. Perhaps not very original, but it creates a nice mechanic and adds another tactical element to combat. As well as more standard items to put in chests and shops for variety. :)













