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What if Super Heros had Pokemon Typings
author=kentona
Donald Duck - Fighting/Water
LOL yep that's Donald Duck alright.
Also, nice list dragonsprit99.
author=pianotm
That's a possibility, but psychic doesn't quite have the supernatural implications that fairy does.
Well Abra Kadabra and Alakazam are Psychic type and they definitely were inspired by magic words so you could argue that Psychic in at least Pokemon terms fits in with supernatural.
If Pokemon allowed for more than two types, Superman could be Fighting/Flying/Fire/Ice/Fairy My reasons for those three extra types: Heat Vision could be a fire type move also Superman gets his power from the sun. His freeze breath is Ice type. And there was that one movie he threw the letter S at his enemy that seems like a Fairy move lol.
How important is making items useful?
author=Corfaisus
This got me to thinking: what about items whose effects are affected by the user's magic stat? Would it be useful to have healing items that become more effective as a user's magic stat increases as would be the case for a healing spell? While it would make a melee character's magical properties matter more (ensuring no characters stats are ever wasted), would it really add anything to the strategy or would it just complicate or confuse the situation?
Would you be more focused on keeping the person with the highest magic stat alive to take advantage of the items? Would you go out of your way to deck out the tank with magical gear just to get the healing benefits? Could this be flipped so that the character with the highest strength gets healing item boosts (think Healing Signet in Guild Wars), creating a secondary class of healers? Would you go a different route and create two categories of healing items that reflect a strength or a magic build, such as HP with strength and MP with magic or vice versa?
Interesting idea. Though my game only has one character since it's an adventure game. But Items in my game do actually restore more if you increase your luck stat. The higher your luck is, the more likely you are to get bonus Life and Magic points when using items.
You increase luck by dancing for specific NPCs in the game.
How important is making items useful?
author=InfectionFiles
People do like to horde their MP recovery items, that's the truth.
An easy experience is usually universal to players. I like to cater to people who want a challenge but it's manageable if you play smart and weigh your options. Again, I loveee survival games because of that. I like having to decide what to use and when and managing water and food or whatever. Look at a game like the early Resident Evils where you pretty much will use everything. There isn't a.point to saving items because you'll just die.
And really just depends what your game is, though :)
You're going the route people can't bitch and complain about lol
Yep pretty much thats the idea.
Plus I figure that since I want the game to get people interested in Africa, it makes sense to implement things that will give it more mass appeal.
How important is making items useful?
I'd really like to agree with InfectionFiles because that was my mentality for many years. But continued feedback from both the games I have on this site and my experiments in Mario Maker seem to indicate to me that players don't really care much about a real challenge they just want an easy simplified experience. My easier/simpler levels in Mario Maker are get way more praise than the more elaborate and difficult ones.
So I'm probably going to side with Marrend and Skjo. Maybe to get the MP regen speed boost I'll make it a really expensive upgrade since that will at the very least make money useful to a player who generally hordes cash. I was also considering a level cap for it so that the player doesn't get it too early in the game.
So I'm probably going to side with Marrend and Skjo. Maybe to get the MP regen speed boost I'll make it a really expensive upgrade since that will at the very least make money useful to a player who generally hordes cash. I was also considering a level cap for it so that the player doesn't get it too early in the game.
What if Super Heros had Pokemon Typings
author=Dudesoft
Superman is the Man of Steel.
Yeah but he's not actually made of steel, just like Black Widow as far as I'm aware has no spider powers and therefore would not be bug type simply because it's in her title.
How important is making items useful?
One of the things I intended to do with my adventure game was make items useful. Healing spells in my game take a second or two of time to cast because I wanted to give players a reason to use healing items which work instantly. And auto MP regeneration takes a long time because I wanted players to use MP restoring items in a pinch. Also there are TENT items which full restore at save points.
My new test player refuses to ever use any of these items because he says he never uses items in games ever. Luckily because I continue to lower the difficulty, he has been able to do this. I think the only healing items I've seen him use was the Medicine item to heal the rare status ailments of the game. But because of this mentality of his, I'll watch him wait for long periods of time to auto regen his entire MP bar even though he has accumulated plenty of MP restoring items which could do it instantly. (Also, he has jack tons of in game money he refuses to use on items)
So one of my other game design philosophies is to make sure I'm not wasting players time. And yes technically it's his choice to regen his MP slowly instead of using his items but that made me wonder, should I include an ability later on in the game that lets MP regen even faster? Would it make the game too easy and make items even less important? What are your thoughts?
P.S. I am not talking about Red Nova or Unity this particular play tester is someone I know offline.
My new test player refuses to ever use any of these items because he says he never uses items in games ever. Luckily because I continue to lower the difficulty, he has been able to do this. I think the only healing items I've seen him use was the Medicine item to heal the rare status ailments of the game. But because of this mentality of his, I'll watch him wait for long periods of time to auto regen his entire MP bar even though he has accumulated plenty of MP restoring items which could do it instantly. (Also, he has jack tons of in game money he refuses to use on items)
So one of my other game design philosophies is to make sure I'm not wasting players time. And yes technically it's his choice to regen his MP slowly instead of using his items but that made me wonder, should I include an ability later on in the game that lets MP regen even faster? Would it make the game too easy and make items even less important? What are your thoughts?
P.S. I am not talking about Red Nova or Unity this particular play tester is someone I know offline.
What if Super Heros had Pokemon Typings
author=fearful
Ugh
Aigis- Thunder/Steel
Motoko Kusanagi - Dragon/Steel
Why did you give Motoko dragon typing?
Shouldn't Motoko Kusanagi be Ghost/Steel on account of her being a ghost in a shell.
What if Super Heros had Pokemon Typings
Dang I just realized I left out one of my favorites, V from V for Vendetta. I actually like both the comic and the movie if anyone's wondering.
Unfortunately I think I have to give him the generic typing of Normal.
Edit: though he did live through a fire so maybe Normal/Fire
Unfortunately I think I have to give him the generic typing of Normal.
Edit: though he did live through a fire so maybe Normal/Fire
What if Super Heros had Pokemon Typings
author=pianotmYeah I think that Psychic/Fairy sounds right for Doctor Strange.
So, what do we think for Doctor Strange? Psychic/Fairy, maybe? Is there mystic classification?
Anyone have suggestions for Rogue?
I didn't include because I kinda wanted to go with Ghost but that probably sounds weird since she isn't dead or demonic. But her powers are kinda macabre. Other possibilities are Fairy or Normal.













