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RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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[RMVX ACE] Spells of Dragon Warrior

Yanfly has one, that can attack groups based on their locations in the battle screen.

Here it is, though it requires a few other scripts in his listings, so make sure you read the help thoroughly.

[Design/Marketing] Why so secretive?

To be fair, making your own version of a game is how a lot of things get improved upon. However, directly ripping assets and claiming it as your own is outright theft.

Law-wise, gameplay mechanics are technically not copyrightable, but the assets and execution are. So, open world, building things with blocks and crafting is not protected under copyright, anyone can take that idea and make something from it. A lot of the 'clones' that Liberty listed look like they just outright steal the assets (though how much you could actually fight over 'pixelly block that looks like dirt' is iffy...)

Key point is though, people outright stole things from minecraft after it was already a massive success, and the clones I'm sure barely scratch any profit/credit from it. I sincerely doubt thieves are trolling RMN for vague concept ideas to steal.

What Videogames Are You Playing Right Now?

Unfortunately, I feel responsible to play and complete every game I spend money on, no matter how bad.

In that vein, currently playing Moonchild. The best design decision they made was including a talk function, so I can skip the damn talking and then find out what I'm supposed to do afterwards. Everything else about this game just makes me confident I could make at least sell something profitable on steam...because this game has positive reviews, and I don't understand how.

How do you balance skills/monsters/items/chests/equipment?

I've stated it before, and its not entirely contrary to Louis' advice.

Pick your end point, and your starting point. What will your final boss be, about how much damage/healing do you expect characters to do at that point. How about your first enemy, how strong will it be? Balance your characters to be built around that, yet a bit stronger. Include all facets of your game, gear, one-time use stat boosts, optional things, etc, but where your best possible party will be...balance enemies to be below that. Never assume players will be perfect, or find every item or have all the best of everything. Reward them by making things a bit easier for doing everything right, but don't force them to get everything perfect.

Then walk back through your game, and decide certain choke points, parts of the game where you want your characters tested. Do the same for the final boss you did for these. Give the players gear and abilities to surpass the boss, but not overly much, and at the same time if they miss something, don't make the boss impossible. Not every boss should be a chokepoint, and not every chokepoint should be a boss. They should be important to the story though, to keep the flow and add to the importance of the challenge.

When you're finished, you should have a nice graph of where your characters should be at each point in the game, how strong they are at each point if they do everything perfect, and an average player missing a few things. This should allow you to keep everyone challenged throughout, without forcing them to follow a guide.

Its more of a general strategy, after all I don't know what sort of game you're designing, and the features you include. Make sure you include all your features in the balancing, and try to avoid adding extras afterwards, otherwise that throws off your balance.

Balancing challenge and hype

@Red_Nova: The problem with just starting the battle over is it might prevent you from prepping for it. Probably best to have two options on game over, retry and load from save.

For bosses without elemental affinities, you can still give clues on how to counteract certain abilities, or clue people in to weaknesses to certain status effects. "The demon doesn't like loud noises, it makes them stagger." IE, use sonic attacks to counter its charging attacks. Similar clues can be given to tell that an enemy is particularly weak to poison, or jump attacks, etc. You can even give it in battle, if a character knows them. An turns into an alternate form, and someone goes "Wait, don't attack!".

[Design/Marketing] Why so secretive?

Oh I know, practically all art is inspired by prior art. Outright stealing is when you see 'Sweet Squish' on the Apple store and it looks suspiciously like another candy flavored matching game...

Still, on the original topic, a lot of posters seem to be worried that their idea for an RPG will get outright stolen, which seems to me to show a lack of confidence in their abilities otherwise. If all you have going for you is your idea, as opposed to your ability to balance combat well, write a good story, execute said story, and actually finish something...well, you didn't have much to steal in the first place.

[Design/Marketing] Why so secretive?

@Liberty: Hell, technically Minecraft was inspired by Infiniminer, Dwarf Fortress, and Dungeon Keeper. Taking an idea and putting a cool spin on it can easily make it something entirely different. Put Legend of Zelda in the age of myths in Japan, and add watercolors, and you get Okami.

[Design/Marketing] Why so secretive?

So something I've noticed a lot in these forums, and always made me curious: Why do people want to keep their ideas a secret when they post about them, especially when wanting to recruit others?

Admittedly, it always seems to be a new poster comes on, posts about an idea they want to do, but not give details, and then asking for scripting help or sprites.

It boggles my mind, I guess because a rather large thing that got drilled into me was 'fail early, fail often' in the few design courses I've taken. The basic theory is if its testable, test it as early as possible, so you can find out the flaws before it grows so large that they become unfixable. Simple things like making sure your jumping mechanics are right, or that your combat system feels right. It also works for ideas though, get your ideas out in front of as many people as possible, so people can point out flaws in them. Story, systems, all of those should be vetted as much as possible, and as early as possible.

I guess often people think that their one big idea is so amazing they don't want others to steal it, but don't realize that everyone else is working on their own ideas. In addition, most of the time people think their idea is new...when its not "Card game based RPG!" *points to the SNES DBZ game*. Games are more about execution than unique ideas. Pretty much every game nowadays, no matter how unique, can have their ideas traced back to something else.

Maybe I'm missing something?

Balancing challenge and hype

I think skipping the cutscene is pretty much a requirement nowadays for most modern games. Unless the cutscene is extremely short, you should be able to skip it before a boss fight.

Hype-wise, it is extremely hard to balance boss difficulty as challenging, and yet not frustrating. The absolute best boss battles are hard, but you can struggle through them and beat them the first time if you are adequately prepared. The worst design is trial and error, where you have to die to the boss before you know how to kill them. It tends to break the suspension of disbelief, after all, if you couldn't possibly know that the boss will do that one attack without warning and kill half your team, how would your characters?

Bosses predicated on obvious clues found previously fit better for that. Kari in the Volcano in FF1 is an obvious example. You go through an area full of fire enemies, a lot of them physically strong as well, boss is a fire enemy who is also physically strong, and takes ice damage. Even having NPCs be able to give hints as to enemies weaknesses, through legends and the like, actually build up hype for the fight ("The elder dragon Lao-tung is god of wind and lightning. Legends say he was slain by an archer who called up the power of the earth to strike him down" makes you more excited for a boss fight than "Oh, here's a random lightning dragon boss" and preps you as well), and give the players an ability to prepare, without having to redo. That's actually the big problem with the final boss in FFIV...you get no preparation for what he does, and what he does is kinda ridiculous. (Oh, that black mage/summoner you had to bring along? Yeah, she's on frigging healing duty because she gets counter-attacked all the time)

[RMVX ACE] Character Stats

Personally, I hand craft each character and every level for the game I'm working on right now. Then again, I also have a very small range of stats (min 1, max 6 for most cases), and only have 5 levels to work with. I may make the numbers larger to give me more wiggle room, but if I do that I'll just add a multiplier to each, and then hand adjust.

My damage formula is more complicated than the stats, most attack spells/skills/etc use a.atk - (b.randomizer(b.def * 2)) where randomizer calls a random number between 0-2, and if its 2, it reduces damage by 1. Makes defense wildly random, but still reliable (on average, they'll reduce damage by 66% of their defense, worst case reducing it by 0, best case reducing it by double their defense). Straight up a.atk-b.def for me doesn't work because I don't want situations where the characters have no chance of doing damage.

But basically: You should playtest, tons, tons and tons, make sure things feel right. I've already had to adjust the numbers a few times because things were rocket-taggy (IE, characters were either taking no damage, or being one shot, and either one shotting an enemy, or feeling too weak)