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I'm having a lot of trouble making dungeons for some reason and the worst part is I can't seem to pinpoint what that something is. Does anyone have any tips?
Discouraging save scumming
author=Corfaisus
Even so, you brought up the risk of a power outage rocking your neighborhood and completely undoing everything you've fought for to that point, so why would you even consider this?
Surely people don't want or their achievement and hard work torn up only because of a power outage that has nothing to do with their gaming skills?
Discouraging save scumming
It's not all about making other players play the game like how you want them to. But even players who want to play the game properly will want a reason to fear dying. Don't tell me you never get the feeling in an RPG where you say, "what does it matter if I die, I'll just restart the fight right away."
Discouraging save scumming
Does everyone know what save scumming is? If not, here's a link.
Anyway, the first project I'm planning will have only quick saves. Which exits the game after saving and loading the game deletes the save afterward. Which means you need to quick save every time you exit or you won't be having a save file when you return and if you die it's all the way back in the beginning again. So you can't just restart fifty times against a boss. Good thing is the project is only like 10 hours of gameplay. The one downside though is if you have a power outage which exits the game without you meaning to.
If I ever get to the second game which is about 50 hours of gameplay, however. Yes, you still use quick saves but this time when you die you only go back to the last check point. The catch? Your death goes down in your games record and accumulates over time and at the end of the game, you get graded based on these death counts and dying too much can't get you an A-rank completion. Though you'll still need to quick save every time you exit the game and there's always the same fatal flaw with effing power outages which would be even worse when you play for 50 hours.
So does anyone think this is a good way to discourage save scumming? To make death actually be something you want to avoid? How do you do it if at all?
Anyway, the first project I'm planning will have only quick saves. Which exits the game after saving and loading the game deletes the save afterward. Which means you need to quick save every time you exit or you won't be having a save file when you return and if you die it's all the way back in the beginning again. So you can't just restart fifty times against a boss. Good thing is the project is only like 10 hours of gameplay. The one downside though is if you have a power outage which exits the game without you meaning to.
If I ever get to the second game which is about 50 hours of gameplay, however. Yes, you still use quick saves but this time when you die you only go back to the last check point. The catch? Your death goes down in your games record and accumulates over time and at the end of the game, you get graded based on these death counts and dying too much can't get you an A-rank completion. Though you'll still need to quick save every time you exit the game and there's always the same fatal flaw with effing power outages which would be even worse when you play for 50 hours.
So does anyone think this is a good way to discourage save scumming? To make death actually be something you want to avoid? How do you do it if at all?
How is this for my first boss?
Which was why I suggested that I subtly inform the player earlier on that characters awaken from sleep after taking any damage. That way they can at least put two and two together.
How is this for my first boss?
Would it be enough if I just tip to the player earlier on in a tutorial by saying that ANY damage will wake a character from sleep? Not too obvious but enough of a hint so they know that poison will wake them up.
How is this for my first boss?
author=cho
wait so how do you know to cast poison on yourself
like is there some indicator that the boss will use sleep magic
because after it does it's kind of too late
How is it too late? once he heals himself completely, you're not dead. Maybe after the third or fourth time though.
author=cho
the only way i can see this working is if the amount of HP he has won't take very long to bring back down AND if it's made apparent to the player that poison can counteract sleep, like Crystalgate suggested
True, which is yet another reason why I'm not entirely sure if this should be the first boss. The player should be given time to experiment the effects of sleep and poison. Anyways my previous post has a link check it out.
author=Versaliain what situation is it considered "good design" to make them sit and watch helplessly as a boring battle tediously autoplays in front of themIs it really boring? I thought it more of a regenerative technique playing to let the players know they're effed and fighting something practically immortal(or something like that).
How is this for my first boss?
I think my last post was deleted because of the accidental quadruple post wonder. But anyways. What you're saying is illogical, this thread begs to differ.
Oh and the fight dragging on longer means the boss has more time to kill you. Do the math.
Final Fantasy vi had us able to kill.a.boss.with.phoenix!down!
I know. I myself aren't too sure about having this as a first boss. But I can't have him too late at a point after the player has access to sleep preventing accessories. So I don't know where else to put him. Besides I also want my first couple of bosses to at least give a good first impression of my game rather than mundane.
Oh and the fight dragging on longer means the boss has more time to kill you. Do the math.
author=ferris95
It might make more sense to leave on party member awake so s/he can use some kind of spell or something to wake up the party members. The idea of using poison is a really weird jump of logic. It's like trying to heal your team with fireballs.
Final Fantasy vi had us able to kill.a.boss.with.phoenix!down!
author=chana
I guess every one has his(her) way of seeing rpgs! I find the idea remarkably intelligent, and I see bosses, WHEN they're fun, like some sort of mathematical equation to solve, in a way...... I don't really understand why its problematic that it'd be "counter-intuitive"(I contest the way intuition is understood there), what I do hate is, and i often have this feeling, the impression of being tested somewhere along the game, it bores me horribly (by the way its not dumb to "inflict one's self with an handicap to counter some other handicap", its actually extremely intelligent : we're not in real life here, its a boss in a game, and doing well means : beat the boss, that's it and that's all! by whatever means)... just one thing, I definitely would not make this a FIRST boss., also the boss would have to use the "sleep all" just once.Of course if poison does not prevent sleep, then it does not work........?!
I Really hope you'll answer that one. Interested.
I know. I myself aren't too sure about having this as a first boss. But I can't have him too late at a point after the player has access to sleep preventing accessories. So I don't know where else to put him. Besides I also want my first couple of bosses to at least give a good first impression of my game rather than mundane.
How is this for my first boss?
How is this for my first boss?
author=DE
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.
I don't know how it sounds dumb. The strategy is effective, not obvious and the player is given enough hints from the gameplay mechanics to figure it out. I thought that was the criteria for good strategy.
author=DE
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
Hey and what about when the player keeps healing themselves to full health which is a virtual middle finger to the boss and his efforts to kill the player. Bosses are people too. Anyway I find that I actually need to give a lot of bosses healing abilities so they won't be too vulnerable to percentage based attacks. Other than this boss though. Healing is quite nerfed in my game.
author=DE
If you want to make a boss fight longer (and for what reason I do not know, but let's say this is what you want) simply increase his HP and don't torture the player with this recovery bullshit.
What if I don't want the boss fight to last longer for everyone? Just people who don't know what to do.













