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The great unsorted list of musings

Looking over your feature plans, it looks like RPG Maker is going to make this game a lot harder to make than it would otherwise be - seeing as there's so much "default" stuff in the way of the suikoden features you want.

I could script all those features you're talking about in Sphere would take a little while but there's nothing too hard there; but I don't know Ruby/RGSS at all; feeling curious now though... *begins downloading RPG Maker VX Ace trial to take a look at how this stuff works*

First Blog, New Sprites, New Stuff!

I have a thing about re-inventing the wheel, I rarely even try to use someone else's code, somehow knowing that everything I'm seeing is my own script gives me the warm fuzzies :P.

Also if I use something someone else wrote chances are it will either:
a) not do exactly what I need requiring me to bodge it somehow OR
b) it will do far more than I need meaning that including it bloats my codebase unnecessarily

Props for the graphics though - I basically don't even know where to start when it comes to making graphics, so I'm limited to what I can find that's free.

P6 Blog #10 Water encounters. Yay or nay?

I have a general dislike for high levels of random encounters in generic turn based RPGs as after not very long they just feel like a pain.

If your battle systems is particularly different/interesting then they can be ok, if it's generic turn based stuff then cut those encounters down wherever you can (be it on land or sea).

As for making the ship more than just a means of transport, sounds great if done well, you'll need to think how it fits with the rest of the game though. Skies of Arcadia (an air pirate themed RPG) which gives you a ship very early on does not ad any amenities in the ship, you can walk around it and talk to people but that's it, if it had an inn you'd be able to heal all the time and I guess the developers thought that would not be good for balancing purposes.

Disposable equipment

A couple of notes for you on this kind of idea:

1. Fire Emblem does this, every weapon has a number next to it telling you how many uses it has left - it's a mechanic that's been in the fire emblem series basically forever - and often forces you to use cheaper/worse weapons as if you just go for the best stuff you can't outfit your whole army.

2. BOTW as you noted above has a system like this, the reason for it in BOTW is that you arm yourself primarily by taking equipment from enemies, and basically every enemy can drop their weapon and if weapons didn't break you'd very quickly have far too much gear + if weapons didn't break you wouldn't experiment with different gear you'd just use the best sword you'd found for the whole game. In BOTW it doesn't tell you how many uses are remaining BUT it does give you a warning message when there's only a couple of hits left (and the weapon starts flashing red in your inventory screen).

First Blog, New Sprites, New Stuff!

Nice to see someone else on here using sphere. And someone who shares my distaste for making menus....

The thing with menus is that the script you have to write is so simple, boring and repetitive... Particularly when you've scripted a top level menu and now have to script all the sub menus, it's just tedious isn't it; good work though.

Is the script all yours or have you used anyone else's libraries?
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