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The Dedicated Healer

I know a lot of fights that have a boss whacking the party, but there's very little to think about. The boss whacks the party, the healer brings the party HP back up and everyone else chips away the boss' HP. Remove the healer and then strip the boss of any move that cases damage and you get the same result.


If you don't balance battles correctly, then there's very little to think about. If a boss can hit for more than a healer can heal, what's going through a player's mind? If a boss can perform two actions in a turn and do AoE damage, the player is going prioritize who's getting the best heals and who get the scraps.

Designing a boss with interesting mechanics can work though, but that sounds to me like instead of making healing something that requires thought, you make that element thoughtless and ask for strategy elsewhere. You can do that, but why not make both the healing and that elsewhere require strategy?


With a dedicated healer, you told me that there's no strategy involved. When there's strategy involved, it's better to put in more strategy? I don't think players like being tested too much.

I've also never seen the situation where changing up the roles have brought an unnecessary complication.


The game becomes easy when party members can do everything. It's also hard to design and balance battles to maintain a good level of difficulty. Having a dedicated healer gives you a leg up on how a player is going to react and what actions they're going to take based on what you have designed.

The Dedicated Healer

In order for a battle to require strategy, there has to be a question of what you should do. If it's obvious what you should do, then there's practically no thinking required, or even encouraged, from the player.


When you have a boss whacking the party, that's plenty for a player to think about. If you design a boss with interesting mechanics, then a player will have to employ some strategy. If you design different tools for different healers, a player is going think about who to bring and who to leave behind. When you have different elements coming together like that, changing up roles becomes an unnecessary complication.

The Dedicated Healer

Battles are setup in a way that you need a healer for a turn. Someone is bound to be low on HP and they need a way to recover. One member is going to use up their turn to do so. It's just inevitable. You can't help that aspect of the game unless you fundamentally change the way battling works or how your game is going to be played.

That being said, there's nothing wrong with having a dedicated healer. If someone has to sacrifice their turn, it might as well be the priest or the doctor of the group. Having a dedicated healer just makes things simpler for everyone.

RMN Closing Down April 2nd

If the site is going under, then it was the lack of moderation that put it away. These past few instances were indicative of that. If there is a change of heart, then the site might have to be moderated heavily to keep dramas under control. But then again, who's going to volunteer and what guidelines should moderators follow? Does the site's infrastructure even allow moderating? Maybe WIP's right. Extending RMN's lifetime might be more trouble than its worth.

But even with all the bad stuff that festered on the site, some good games came out. Good ideas sprang forth too and people played others' creations. I'm sure everyone had a good time.

Now if you excuse me, I need to prepare my last blog. I'm gonna write about eating potato chips.

Need help with some QA

1) Chapter 1 is about 1 hour's worth of game play. If you want to rush through the thing, then it's less than that.

2) Any pathway a tester takes if fine by me. If the path they take is the quickest and leads them to no bugs, then I'm fine with it. The only thing I would want thoroughly done is typos. I can't stand having those.

3) It's mostly for quality assurance. If one wants to play chapter for the sake of being first to try, I won't stop them. If one wants to contribute and thoroughly test the game, that's fine too. Bug reports and general comments are welcome.

4) I'm fine with letting minor aesthetic bugs go passed my radar. For example, a weapon displaying the wrong animation. Absolute game breaking bugs which halts game play and typos are what I'm concerned with.

costume.png

I would like to add that it's impossible to change costumes for this cut scene. I just wanted to demonstrate the system and this was the easiest to compare.

UPDATE 1: An Intro, and a Video of...an Intro

author=mellytan
I hardly have to sprite any battle character sets this way...


Hence the word clever. =P

Presentation doesn't suffer while you don't have to worry about battle graphics.

UPDATE 1: An Intro, and a Video of...an Intro

That's the most clever way of showing battles I've seen so far. O_O

Turn-Based...dead?

Turn-based game play is dead if you don't own a Nintendo DS. I get my fill thanks to that little machine.

“Can you guess how much I love you." [The Long Babble Ahead]

The atmosphere is very refreshingly vibrant. I've been playing too many RPG maker games that contain so much gloom, doom, angst, etc.

Got anything that shows off the battle system? I'm curious to see what kind of game play is accompany your project.