RAMSHACKIN'S PROFILE

Notes From Province
There's a lot of good in life. You just have to look for it.

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Screenshot Survival 20XX

Want to run some interiors by you guys.



Whatchu Workin' On? Tell us!

@Porkate, I can't tell because of the recording quality of the video, but is there grass underwater? Might want to switch out that tile.

@Deltree, loving everything about those graphics. I want to play the game just to look at the art.

author=slash
Anyway, I want to add a lot of back & forth to the fight, so I don't want the player to just be able to inflict elements and combo effortlessly. I want to give enemies some ability to cleanse / prevent elemental debuffs, but I also want the player to be able to work around it.

One way for the player to be able to work around it is let them know when an enemy is going to cleanse.

Say the enemy will always use Melt when he has Frost stacks, but can only use it when he has at least 2 Flame stacks. The predictability gives the player choices and control. If you want to rely heavily on Frost, you have to restrict your use of Flame. If you do want to use a heavy amount of Flame, you better make the most out of those Frost stacks cause they're going away next turn.

The system sounds fun and has a lot of potential if done well!

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Over the weekend I implemented a crafting system. The mechanics are simple: bring the materials to an NPC and choose what to craft. Despite that, I'm hoping to use it heavily to drive rewards and character progression. Players can craft at two NPCs: a blacksmith for equipment and a chef for permanent stat growth food dishes. There will be a finite number of hand placed materials in the game world, so the gathering experience will be less 'repeatedly fight snakes for that 5% chance of Snake Skin' and more 'search out and defeat the 5 snake boss encounters to gather the skin'.

A few benefits I'm hoping for:

  • Rewards can make more sense given the context. If you play a minigame with the local kids, the reward can be an apple left over from their lunch rather than a hulking sword or a hefty bag of gold.
  • Gold is freed up. Players can spend gold on the more Animal Crossing-esque features like new furniture and a better fishing rod without feeling like they're hurting combat potential.
  • Player's have more choice. If you want a new sword for your favorite character, you don't have to invest in decorating your house because that's the only place to get the sword reward. You can go explore, battle bosses in the arena, or master a minigame because they'll all reward you with the needed materials.


The blacksmith menu:

Up and down selects the item
Left and right lets you see how the equipment will affect a certain party member

Screenshot Survival 20XX

I like the look of your falling rocks, BM. Gives me some good inspiration for a similar section I have in my game.

Dego

Thanks for the positive feedback! I'm glad you enjoyed the game :)

Loot placement inside a wall was a bug I wasn't able to complete remove. Not sure I've seen/heard the menu music bug.

The game should natively support controllers. Though it's been a while since the release. Maybe controller input has changed.

Whatchu Workin' On? Tell us!

Working on a reward structure for my game's furniture system. I'm thinking of going Animal Crossing style with the player getting a rating based on how well they designed/styled their house. You'll get points for things like putting a nightstand next to a bed, chairs around a table, or hanging a painting on the wall. Then based on the rating, player's will earn prizes.

Dealing with Poison

author=JosephSeraph
Also, to beat the fact that poison might be too strong on bosses, instead of making them immume I like to make poison spells deal 2 kinds of poisons: Mob poison and boss poison. Mobs are immune to boss poison and vice versa! So you can still have poison being powerful, but not overpowered, against bosses. I do the same with HP% abilities, cutting them in power, but still allowing them to be a very powerful option :)


I've been having success with a similar idea. For each state, enemies have one of four levels of resistance: none, minor, major, immune. The resistance levels affect how many turns the state lasts. This way, states can be fine tuned on a per encounter basis.


author=Craze
Skie Fortress
I think poison would become better balanced if the damage was given an algorithm like a normal attack or a skill. Flat percentages are impossible to balance and will wreck bosses unchecked, but if poison did DOT with an algorithm, then it could easily be used against bosses without too much worry.

I don't think I've seen this done, but I'm sure it's possible.
this is how i do it in all of my games.


Do you have a script for something like this? I've been considering implementating a similar system, inspired by the condition damage stat in Guild Wars 2.

Dealing with Poison

As a developer, how do you handle your Poison condition? Or your Bleed/Burn/Disease/whatever other damage over time condi.

By default in VX Ace, it's -10% HP a turn. This isn't very useful against a standard enemy that dies in a few turns, but is incredibly useful against a boss. A pretty common tactic is to make bosses immune to poison, which makes the whole thing pretty worthless.

So how do you make a Poison skill that's worthwhile, yet balanced?

Screenshot Survival 20XX

@ExtremeDevelopment
The cobblestone paths in your second pic have a curvy, organic look to them, but they're man-made paths. Since someone came along and laid those stones, they'd mostly be nearly straight, turn purposefully, or curve around naturally obstacles likes trees/rocks. Nice map though :)

@Sated
Your tunnel actually looks like a tunnel, which is hard given the perspective. I like it.

Screenshot Survival 20XX

I've updated my previous map's waterfall based on ExtremeDevelopment's comment on the source of the water not being clear. I've moved the source from a hole in the ceiling, to coming from the north end of the cave. This is a lot easier to map, given the perspective.

Hopefully this waterfall works better for you guys. Let me know :)


@SalOMac - I'm loving those overhanging parts of the cave the player gets to walk under. Looking great!

Screenshot Survival 20XX

author=ExtremeDevelopment
@Ram-I think you should use shift mapping with the water ponds, and that waterfall is coming out of nowhere. There must be a source of water above in order for a waterfall to appear.

The source of the water is supposed to be above the top of the map. Any advice on how to map something like that?