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Any character's death = game over
I guess one way would be to implement dying=game over it is that running out of HP doesn't mean death, but reducing a usually tiny amount of "Life Points" that kills if it goes to 0 like in the SaGa series, or maybe have a "injury counter" that makes the character weaker until they finally kick the bucket. Either way, it should be harder to increase LP/heal injuries. Although that could lead into bad play turning the game into a downhill slope difficulty-wise with limited resources to recover, or just a annoying mechanic if abundant.
Also maybe have disposable non-playable minions, and fewer actual party members. Because anyone that isn't a main character aren't important*.
*Granted, I'm one of those people who resets in Fire Emblem or even X-COM if generic guy #23 dies.
Also maybe have disposable non-playable minions, and fewer actual party members. Because anyone that isn't a main character aren't important*.
*Granted, I'm one of those people who resets in Fire Emblem or even X-COM if generic guy #23 dies.
Fire Emblem - FÅramu no senjutsu-tekina rpg - the great revival
this looks cool but needs more wyverns
I'll ask to join as Ashley the Wyvern Rider. is probably a dude maybe
I'll ask to join as Ashley the Wyvern Rider. is probably a dude maybe
Sony Entertainment Hacked - Reveals a boatload of drama and other hilarious content
Passwords in plaintext? These guys are pretty bad - I don't think I've ever encountered this before. What's the point of using common password storage/hashing techniques if your staff is keeping all your passwords in plain text on open fileshares?
hahaha
...Man, I really should organize my accounts/passwords.
Also man, there's still more stuff to be combed in that leak.
http://defamer.gawker.com/sony-leak-studio-exec-calls-kevin-hart-a-greedy-whore-1669403407
Character Selection!
I remember SaGa Frontier! One of the interesting characters I remember is Red, who can turn into the superhero Alkaiser. The cool thing about that (besides the whole superhero thing) is that he couldn't transform if there were any human characters in the party unless they were incapacitated. It was a minor gimmick, but one that fit the character and the playstyle.
Another was a lazy bum who got kicked out of his own house until he did stuff. Since he was so carefree, he could join all of the other characters (who either was busy with their own adventures, or just didn't like the current MC), and his story was the most open; which was somewhat required since you could face the final boss nearly instantly. Kinda neat for a character who's shtick is "I have nothing better to do".
As for picking, if it's just picking aesthetic wise and 90% of the story is the same, I don't see the point. If it had various gimmicks attached to each character, or a different story, then sure.
Another was a lazy bum who got kicked out of his own house until he did stuff. Since he was so carefree, he could join all of the other characters (who either was busy with their own adventures, or just didn't like the current MC), and his story was the most open; which was somewhat required since you could face the final boss nearly instantly. Kinda neat for a character who's shtick is "I have nothing better to do".
As for picking, if it's just picking aesthetic wise and 90% of the story is the same, I don't see the point. If it had various gimmicks attached to each character, or a different story, then sure.
Penalties for leveling up
Has there ever been a game where weaker enemies might not scale as well as you, but learn a few tricks? Like bandits might not really care about trying against some level 2 fighter, but a level 99 glowing messiah? Maybe it's time to run away. Or use a stun grenade or something. It probably won't work if the hero is exponentially more powerful, but I think it's a cute idea at least.
What Videogames Are You Playing Right Now?
X-Com, AKA "Rookie, please don't miss that point blank shot". Really fun, more streamlined than the other ones I played, so it didn't feel too overwhelming juggling resources.
Is a main protagonist essential?
Well, kinda does depend. If the story is all about growth and one's journey, then yeah, it would probably suffer if there was no central character.
I think SaGa Frontier has something like that, in a "everyone is doing their own thing, with a few connections".
I think SaGa Frontier has something like that, in a "everyone is doing their own thing, with a few connections".
RMNverse Adventure Time!
here let me turn this in a trainwreck, for i am one of horrible writing ;_;
You pet Thedog. Yes, not The Dog, that's just saying what it is. No, its name is Thedog. Such a creative name isn't it? You pet it intently, while continuing to stare down OMNIMURDEROID-X22-GIGA. Oooh yes, few could hope to keep such a fine petting in such a situation. The scene became quiet, the only sounds the scuffle of fur. You can see OMNIMURDEROID-X22-GIGA glaring at you with fear in its visor.
Or maybe that's the complete confusion of having someone threaten you and then proceeding to pet a animal while still focusing on you.
Of course, all of this doesn't accomplish anything at all, except making the newly christened Thedog happy. Maybe you should try something else.
>Ask of OMNIMURDEROID-X22-GIGA to not speak of this affair
>Pet OMNIMURDEROID-X22-GIGA
>Pet the Headmaster's notes
>Pet Peachie
>Pet Minty
>No seriously, get on with it!
[VX Ace] Making these skills work?
I want to make a few skills, but I'm fumbling around when trying to work them out.
1) Throwing Skill: Ala FF Ninjas. I want them to throw only certain items, and I'm unsure if I can add the number to the skill description itself, or make a menu showing just those items.
2): "On-field spell" Kinda hard to describe, but something like adding a turret that hits enemies every turn. I want to also have it so you can put down several down later as a upgrade. I don't know how to deal with reaching the limit though (as in, how to dispose of the oldest "On-field").
3) Skills that require a specific skill in order to activate beforehand.
4) Transformation skill. I could use a state, but how about a actor for certain additions, like a completely different set of commands and equipment?
1) Throwing Skill: Ala FF Ninjas. I want them to throw only certain items, and I'm unsure if I can add the number to the skill description itself, or make a menu showing just those items.
2): "On-field spell" Kinda hard to describe, but something like adding a turret that hits enemies every turn. I want to also have it so you can put down several down later as a upgrade. I don't know how to deal with reaching the limit though (as in, how to dispose of the oldest "On-field").
3) Skills that require a specific skill in order to activate beforehand.
4) Transformation skill. I could use a state, but how about a actor for certain additions, like a completely different set of commands and equipment?
Character abilities
I like versatility, it lets you have characters that can perform most roles. The problem I sort of have is that they can perform most roles, kinda losing a bit of uniqueness to me.
I would like synergy within the party though. I mean, okay the mage can blow up everything, but dies if someone breaths on him. So, have a paladin cover him! The fighter can't do anything because he's all physical? Have a mage enchant his blade with a element and watch him go to town! Characters who have their strength, and their weakness can be covered by someone else. Or maybe just go all out and say "Hey, gonna have everyone do tons of damage or die trying".
I'm terrible at balancing, but I also think "Why should I use x?" if I'm making a character/class. Why should I use the Fighter? Because he can deal constant damage without running out of MP for the boss, and he slowly turns into a wrecking ball during a prolonged fight. Why should I use the Rogue? Because the enemies here are fast, and she can steal much needed healing items from them. Why should I use the Cleric? Because he can help us conserve said healing items, and banish the undead. The Mage? Save her up so she can unload all her flashy spells over the boss.
Well that's my one cent that probably doesn't make sense.
I would like synergy within the party though. I mean, okay the mage can blow up everything, but dies if someone breaths on him. So, have a paladin cover him! The fighter can't do anything because he's all physical? Have a mage enchant his blade with a element and watch him go to town! Characters who have their strength, and their weakness can be covered by someone else. Or maybe just go all out and say "Hey, gonna have everyone do tons of damage or die trying".
I'm terrible at balancing, but I also think "Why should I use x?" if I'm making a character/class. Why should I use the Fighter? Because he can deal constant damage without running out of MP for the boss, and he slowly turns into a wrecking ball during a prolonged fight. Why should I use the Rogue? Because the enemies here are fast, and she can steal much needed healing items from them. Why should I use the Cleric? Because he can help us conserve said healing items, and banish the undead. The Mage? Save her up so she can unload all her flashy spells over the boss.
Well that's my one cent that probably doesn't make sense.