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Are there examples of a battle system where max HP/MP decreases?
Mega Man Battle Network 4 had certain, powerful attacks that permanently decreased your Max HP by 1 every time you used one, justified in the plot that these attacks were powerful but ultimately evil. A great idea in theory but since I think they lock you into a bad ending route if you use too many of them, it was only really explored if you were using them on purpose.
There was one other RPG that had a second poison debuff that decreased your Max HP by the same amount with each tick until it was healed. I want to say it was Final Fantasy XII. But I do remember it was just a debuff and not story-related.
There was one other RPG that had a second poison debuff that decreased your Max HP by the same amount with each tick until it was healed. I want to say it was Final Fantasy XII. But I do remember it was just a debuff and not story-related.
how do you make a traditional rpg
It's all about planning out your mathematics. It takes a lot of trial and error, and a boatload of guesswork to get the numerology down pat. EVERYTHING is going to revolve around what kind of numbers you ultimately want to work with.
I personally find it much easier to work with much smaller numbers and drastically different damage formulas than the Ace RTP sets up for you. I took mathematic inspiration from Dragon Quest III, which ends up only factoring in about half of your attack power and a quarter of your defense power, rather than the default 4x and 2x in Ace. This gives you MUCH more leeway in adjusting and balancing numers, as the difference in a lower damage formula gives significantly more legroom than in one that multiplies it by 4 or 5. I found it infinitely easier to balance every aspect of a game (levels, stats, equipment) this way because of the freedom that it grants in experimentation, and not have to fear about the difference in 1 or 2 stat points destroying the balance entirely.
If you need practice balancing formulas and mechanics, try something similar.
I personally find it much easier to work with much smaller numbers and drastically different damage formulas than the Ace RTP sets up for you. I took mathematic inspiration from Dragon Quest III, which ends up only factoring in about half of your attack power and a quarter of your defense power, rather than the default 4x and 2x in Ace. This gives you MUCH more leeway in adjusting and balancing numers, as the difference in a lower damage formula gives significantly more legroom than in one that multiplies it by 4 or 5. I found it infinitely easier to balance every aspect of a game (levels, stats, equipment) this way because of the freedom that it grants in experimentation, and not have to fear about the difference in 1 or 2 stat points destroying the balance entirely.
If you need practice balancing formulas and mechanics, try something similar.
Brave Hero Yuusha
I'm glad that you enjoyed the demo! :)
I actually do have status effects in the game, but they're more prominent after the first dungeon. But you bring up a good point and I'll definitely toy with the idea of introducing them earlier to give the combat system a bit more depth from the get-go.
I actually do have status effects in the game, but they're more prominent after the first dungeon. But you bring up a good point and I'll definitely toy with the idea of introducing them earlier to give the combat system a bit more depth from the get-go.
screen1.png
All of these tiles are custom. Inspired by and meant to invoke the feeling of Dragon Quest, but not rips. :)
Brave Hero Yuusha
author=JosephSeraph
GIMME GIMME
You got it! There's a demo available with the first ten minutes of the game. :D
That_Snake_is_Unappropriate.PNG
The Screenshot Topic Returns
Haven't posted here much, but here's a couple of (early) screens from a project I've been chipping away at.
I had started making this Dragon Quest-inspired graphics set for another project, but that project never made it far past the concept stages. I decided to salvage it and expand on it.
I'm looking to make the game semi-linear in nature, with a Mega Man sort of thing where the game is split into stages that can be tackled in any order.
Feedback on how the overall style looks would be greatly appreciated!

I had started making this Dragon Quest-inspired graphics set for another project, but that project never made it far past the concept stages. I decided to salvage it and expand on it.

I'm looking to make the game semi-linear in nature, with a Mega Man sort of thing where the game is split into stages that can be tackled in any order.
Feedback on how the overall style looks would be greatly appreciated!
The Hero and the Reaper
Game is currently on hiatus on account of time constraints.
To elaborate: the project was turning out wildly different than how I envisioned it, and I think I may have put it up on RMN much earlier than I should have. And it was coming out nothing like I described it above.
The good news is that it's basically becoming a whole new game, which I should hopefully be sharing within due time.
To elaborate: the project was turning out wildly different than how I envisioned it, and I think I may have put it up on RMN much earlier than I should have. And it was coming out nothing like I described it above.
The good news is that it's basically becoming a whole new game, which I should hopefully be sharing within due time.
One More Year
Fuit: The Final
Played a good portion of the game. A few thoughts:
+ The world map looks interesting and eerie. I enjoyed how it looked.
+ The mapping in general is fairly good. The camp looks especially nice.
+ There was a lot to manage, so those looking for some hefty micromanagement will have fun here.
+ No bugs that I could find. Good work.
- It's a lot to take in at once. There was so much exposition in the intro that I'm not even quite sure what's going on or who is doing what.
- There are typos and grammatical errors in almost every sentence. It was very difficult to get a feel for the game when there were so many mistakes.
- I'm not sure why there's so many different types of equipment when certain types of equipment are straight-up inferior to those of the same price.
- Not much strategy outside of "Spam Auto Battle".
I want to say I spent a good 30 minutes on the game, most of which was just grinding and spamming auto-battle. The idea of a 13 person party is unique, but you have to give it some interesting dynamic in both writing and gameplay mechanics. For example, you can have characters band together as units to affect gameplay, or set them up in squads. Most battle systems with huge numbers of characters tend to incorporate something to that effect. It's a difficult concept to master, and you can't really play it straight.
That said, I do think you have the basic groundwork down for a horde-based JRPG, and I think you'll go on to make something pretty great with the idea. I look forward to your upcoming work!
+ The world map looks interesting and eerie. I enjoyed how it looked.
+ The mapping in general is fairly good. The camp looks especially nice.
+ There was a lot to manage, so those looking for some hefty micromanagement will have fun here.
+ No bugs that I could find. Good work.
- It's a lot to take in at once. There was so much exposition in the intro that I'm not even quite sure what's going on or who is doing what.
- There are typos and grammatical errors in almost every sentence. It was very difficult to get a feel for the game when there were so many mistakes.
- I'm not sure why there's so many different types of equipment when certain types of equipment are straight-up inferior to those of the same price.
- Not much strategy outside of "Spam Auto Battle".
I want to say I spent a good 30 minutes on the game, most of which was just grinding and spamming auto-battle. The idea of a 13 person party is unique, but you have to give it some interesting dynamic in both writing and gameplay mechanics. For example, you can have characters band together as units to affect gameplay, or set them up in squads. Most battle systems with huge numbers of characters tend to incorporate something to that effect. It's a difficult concept to master, and you can't really play it straight.
That said, I do think you have the basic groundwork down for a horde-based JRPG, and I think you'll go on to make something pretty great with the idea. I look forward to your upcoming work!














