PUDDOR'S PROFILE
aren't you tired of being nice? don't you just want to go apeshit?
there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
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YOU GET OFFICIAL FANSERVICE AND WHAT DO WE GET
final fantasy 15 but THAT DOES NOT COUNT SINCE IT'S NOT OUT.
final fantasy 15 but THAT DOES NOT COUNT SINCE IT'S NOT OUT.
[SIGN UPS] Mystery Mafia - House of Bones
Sharp Stuff Plus Bullshit Equals Sharper Stuff
Yeah that's a load of hooey. It really is pointless busy work; designing a recipe to have that many steps is ridiculous.
Honestly, it depends on how core Synthesis is to your game and what effects it has. Some games are going to have massive amounts of synth options and results, various ways to use certain items, etc, but sometimes all a game needs is something super-simple that presents a choice to the player.
Resident Evil does this. You've got all of three potential ingredients for a synth- Red, Green and Blue (Yellow in RE4). Because of the inventory limits in the first three, the player would sometimes have to make the choice to mix three greens for the sake of space, but it's a result of poor planning on their part, not the developers (since it's meant to be like that). In RE4, the choice is different in that Yellow and Red herbs in tandem with Green give a permanent health boost. You're given very narrow choices- wait for a Yellow/Red (you're generally missing one) or mix your greens to heal up now.
It's probably one of the most basic synthesis systems but it works for its environment. I think transparency is an important factor in synthesis, which is the problem with the above recipe. Telling a player 'you're going to need this-this-this and it will result in this' allows them to plan ahead and analyse their options and where they're going to get said ingredients, or whether its worth making one sword when their current one is a little weaker but has a stat bonus they want.
SO, I think your system works quite well, so long as the player can see what items they will need and what they're going to result in. A good idea might be to have stats displayed for the item (maybe after the first time creating it).
An ingredient storage chest might be an idea with such an item limit in place, depending on whether there's rare synthesis ingredients. No-one wants to carry around a piece of Dark Matter in their game when it's taking up space that could be used for Ethers. In fact, Resident Evil 1/2/3/C:V might be good references in general in terms of synthesis and item management.
Honestly, it depends on how core Synthesis is to your game and what effects it has. Some games are going to have massive amounts of synth options and results, various ways to use certain items, etc, but sometimes all a game needs is something super-simple that presents a choice to the player.
Resident Evil does this. You've got all of three potential ingredients for a synth- Red, Green and Blue (Yellow in RE4). Because of the inventory limits in the first three, the player would sometimes have to make the choice to mix three greens for the sake of space, but it's a result of poor planning on their part, not the developers (since it's meant to be like that). In RE4, the choice is different in that Yellow and Red herbs in tandem with Green give a permanent health boost. You're given very narrow choices- wait for a Yellow/Red (you're generally missing one) or mix your greens to heal up now.
It's probably one of the most basic synthesis systems but it works for its environment. I think transparency is an important factor in synthesis, which is the problem with the above recipe. Telling a player 'you're going to need this-this-this and it will result in this' allows them to plan ahead and analyse their options and where they're going to get said ingredients, or whether its worth making one sword when their current one is a little weaker but has a stat bonus they want.
SO, I think your system works quite well, so long as the player can see what items they will need and what they're going to result in. A good idea might be to have stats displayed for the item (maybe after the first time creating it).
An ingredient storage chest might be an idea with such an item limit in place, depending on whether there's rare synthesis ingredients. No-one wants to carry around a piece of Dark Matter in their game when it's taking up space that could be used for Ethers. In fact, Resident Evil 1/2/3/C:V might be good references in general in terms of synthesis and item management.
Cosplay Crisis
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Sharp Stuff Plus Bullshit Equals Sharper Stuff
I'm using a synthesis system in Sleeping Lion Heart, and I decided to make it that synthesis ingredients consist of 'Core' items (Fragments, Stones and Gems with various titles) and enemy drops, along with the previous level accessory. Most enemy drops are common and if they aren't it's pretty obvious (like a BOSS DROP). The core items are also drops, but they're there as a second avenue of cash since you don't need to synth every single piece of equipment. Once you get past a certain level in an equipment type you don't need the rest.
That was probably convoluted. Basically there's 3 levels of equipment. Level 1s need Fragments. Once you have a Lv. 2, unless you want to make more of that kind of equipment, you can sell your Fragment types, since level 2's need Stones and lv. 3s need Gems.
That was probably convoluted. Basically there's 3 levels of equipment. Level 1s need Fragments. Once you have a Lv. 2, unless you want to make more of that kind of equipment, you can sell your Fragment types, since level 2's need Stones and lv. 3s need Gems.
astine.png
In Japanese animation and drawing, the single fang is an indicator of uneven teeth. It's considered 'cute' and often seen in 'moe' girls (Kyouko from Madoka, for example).
Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced
author=Addit
Oh, well, at least I was a “finalist”…
Congrats, Kyrsty. Now you have “two copies” of RmVx Ace.
-- NOW WE’LL GET EVEN MORE SQUALL WITH HIM BEING SHIRTLESS!!!
(Oh gwd…)
Errybody loves shirtless Squall! Even Kentona! The A is for 'AMAZING ABDOMINALS'














