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author=watermark
author=PerMac
I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.
Sure! Actually at the start of the game you can choose to play with the Time Limit or without. Playing with no Time Limit gives the game a more relaxed pace and allows you to grind infinitely. I still recommend most players use the time limit as then it will be quite easy to 'escape' to base town often, drastically reducing the sense of danger within the Dungeon.

For those who haven't played yet the 'Time' limit is not real time per say, it's really the max number of game days you have to beat the Dungeon. What this does is limit the times you can use the full recovery at the Inn.


Okay. That's nice, but if it's limited in "game days" perhaps I can accept it better. Especially if you can't play for long intervals or something. How do the saving mechanism work? Only if you rest at the Inn or a free save point in town?

99

I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.

How many potions do you really need?

Potions shouldn't be "life or death-necessary" according to me. I think they, at times, can serve as a retry for the player.
"Oh, I screwed up and took damage, but thanks to this bottle of Retry Juice, I can try another strategy perhaps". Especially if you feel that way and don't want to waste your MP. MP is mostly precious after all (in my experience). But, that depends on the battle system too, I guess.

How many potions do you really need?

author=kory_toombs
Auto heal after every battle, having healing spells, no potions needed.


That's one alternative. But shouldn't it be a safe thing for the player if she/he knew that "if my MP runs low in this battle, I can use my potions?". Depends on the length of the battle, I guess.

How many potions do you really need?

I think I will answer your first questions with my current project in the scope.
You will only need potions to survive the battles in the beginning, until you get a healing spell. However, depending on your strategy, they are meant mostly as handy helpers. There are healing spots on the way to the first boss. One in the beginning of the area and then the classical, and kinda tired, cliché of a healing crystal before the first boss.
However, mana and magic is a thing, but mana restoration is pretty non-existent except the healing spots mentioned. At least in the beginning. Mana restoratives can be purchased at certain stores, but I tend to make them expensive.

Skills should be advised to use, since only attacking foes can get really boring. However, and I'm not sure that I should do this, I have an idea of letting players turn on/off battles. Bravely Default style. It's just a thing I'm planning because I don't want the random battles get too tedious by their appearance all the time.

Then to add in the discussion about games overall (mostly RPG), I mostly use healing spells when walking through a dungeon and I rarely use items.
Maybe I should do vice versa and save the mana and use items as I walk along the next destination. However, that depends on if the games has healing spots. If not, I will probably use items more than mana, of course.

Another thing is how much a potion heals you. A potion in a Final Fantasy game, mostly, doesn't heal you that much. A little bit on the good side in the beginning, but pretty useless in the later part of the game. My potions restores 40% of max HP and the two characters starting HP is around 55-70. Since no healing spells are available at the time then, Potions is the only way for you to heal except the healing spots.

How many potions do you really need?

So, I'm in the works of making a project again (lost my count) and I'm placing treasure chests along the way to the first boss. Right now, I have four chests including Potions (1=2x Potions, 1=2x Potions, 1=1 Potion, 1=1 Potion).
The player starts off with 5 Potions because of story reasons. So, as the player will reach the first boss, they will have about 11 Potions depending on if they use some in battles or not. How generous should I be about giving potions away? I do this to ease the player into it, but maybe I give the player too much? I was hoping this could start off a main discussion about finding the right balance between helping the player in a logical sense or holding their hand all the way.

So, what is a logical way of item balance in a game?

The player could farm items, of course, in their own pace thanks to battle rewards and buying them at shops.
How easy should it be to earn stuff?

(Lot of questions here, but I hope you understand what kind of discussion I'm trying start here).

Zundertolk

author=Rose_Guardian
Is this your first game? It looks nice.


Yeah. It is. I just hope I'm not giving up halfway or something :)

Remember your "Dream Game?" How did that turn out?

My "dream game" turned out horribly. My first game back in the days when you used the translated version of RPG Maker 2000 when it was pretty new (I can't remember how long ago that was).
It was kinda Castlevania-esque where the MC would go through a forest and a castle to defeat a demon lord. Two maps of forest, One of the Castle's Main hall, a basement and the rest was basically "The final floor". The enemies were default and the only boss was the final boss, which was way too easy. The End.
Story? A guy wants to take vengeance upon the Demon King cause he killed his father.
Gameplay? Kinda, but not really interesting. It was tedious.
Music? Default

Anyway, it sucked and up to this day that's my only completed game. I'm stuck in a loop where I start a new project, ignores it for a while, forgot what I was doing and then just restart a new one.
I believe I'm thinking in a scale too big.
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