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DungeonQuest Review

You can only delete hopes :-) Sorry that was a bad joke. Actually since the review focuses more on what I don't have than what I do it would probably still get a 2.5 rating... if not a 2.0 rating for taking 6 months to finally spit it out. But giving 1/5 to the story to a game that blatantly says it doesn't have one is like rating a mario game for its story.

DungeonQuest Review

You should probably delete the review seeing as how it was reviewing a version from quite some time ago.

I made idea generators

I'm making it so you can actually battle instead of the system battling itself. I am now pondering things...

Damage variables... would you rather have an weapon with a minimum attack of 5 and a maximum attack of 10 or would you rather have a weapon that does a flat 7 attack? I think Elder Scrolls does this. Most RPGs do some sort of random variable.

Attack a part of the enemy. This came about because skills have a box, items have a box, maybe attacks should have a box for where you want to attack. That way you do more damage for a head attack unless the foe is wearing some giant helmet. Kind of like seek out a weak spot and attack it. However the head would be tougher to hit.

Or is that too smart or Fallout when I should just make traditional RPG where you attack and its calculated by the foe's helmet, boots, armor, gauntlets. That's how I have it now and it seems one dimensional.

Like take out an arm and someone cannot defend or attack as well. Attack the legs to lower agility but it doesn't do as much damage. Go for the head and do more damage, but risk missing.

... hmmm...

I made idea generators

I was thinking as I wrote it... just by making a RPG battle engine that puts me on par with the 1980s that everyone can do now a days. If anything it kind of feels like the skeleton of Elder Scrolls games. Minus visuals....

RMVX Mountain Maps

I made idea generators

Sorry for the necroposting. I worked on this again today. Only now I made a battle engine in the hopes to make it a game sometime far in the future. The system generates actors and assigns them a class and race and unique names. Then it gives the actors an inventory and equips the best thing. Each class has a bias for their equipment preference.

The races are either humanoid or creature. Humanoid races can equip things and have inventories. An actor can be undead or flying. Such as for zombie crows. Not that it impacts the engine ... yet.

The game assigns you a player party of 4 and puts you in a battle against 4 actors.

I don't have a GUI yet to play the system, but the system fights itself. Actors have different aggressions and logics. High spirit actors will use skills (not that there are any yet), high attack actors will... duh. If an actor is doing 0 damage, they will change weapons IF they have something with more attack power. Suh as a thief by default will have a bias to agility, but if the thief is doing 0 damage it will change weapons to a sword to do more damage.

Foe parties have randomized logic to them (and player parties since there is no way to play the game). Such as attack the weakest actor of a team, attack the strongest actor or calculate who can take out who.

RMVX Mountain Maps

Someone on here made a game in a dream where you climb a mountainside all while in the waking world living with your gf. Made me think of Catherine. Perhaps if my mountain had less cliffs and more ledges I'd feel its like Catherine.

RMVX Mountain Maps

Yeah but then that would destroy the look of the other tilesets but I understand people have to not like RPG VX tiles.

Collect The Crystals

Instead of crystals how about a key, a sword, a shield, an amulet and a map?

NPC animations. A nice little touch, or waste of time?

Emotions > animations. People still talk about FF3's emotions and how much it did for the presentation.