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The Screenshot Topic Returns

author=Tau
@Sion - It's nice and all but it doesn't really go anywhere except maybe a nice view? I hope this isn't what the money is going towards because it's very easily replicated work you've done here.


@Tau: I don't entirely know how to feel about that, but thank you. I'll have more to show in the coming weeks.

~Sion

The Screenshot Topic Returns

author=Corfaisus
Now that's what I call a $5000 map!


Haha it better be!

~Sion

The Screenshot Topic Returns



Still need to add water autotiles around the submerged cliffs.

~Sion

What do you like in a turn based battle system?

author=AlexanderXCIII
author=Sion
At what point though, are you adding too much strategy to your battle system?
When I have to consult a strategy guide on how to level up (or something equally mundane).

The key here is to not overwhelm the player with too many choices, especially at the beginning of the game. Start with a relatively simple scenario (say, 2 elements and 2 fields), and then have a slightly more complex one (4 elements, 3 fields), and keep gradually building up from there as the game progresses.


You know, that might just be the right way to go. Couldn't hurt to slowly guide a player through the systems.

~Sion

What do you like in a turn based battle system?

At what point though, are you adding too much strategy to your battle system?
The battle system I've written up plays off of Chrono Cross a lot, in that both the player and enemy can stack elements to their respective "Fields" and can gain damage boosts based on how much of one element is stacked on the field; 3 giving all enemies a 1.5x stat boost and 3 on the players side giving all characters a x2.0 stat boost.

I don't want any one character to be more useful than another. But I do want players to build their party for different battle situations. In the system I'm working on, mashing attack won't take you very far unless your stats and equipment dwarf your opponents. Even weaker enemies can hurt you if you allow them to stack elementals and don't dispose of enemies of the opposite element quickly.

I worry that a system like this might put off players who don't do much strategy in role-playing games.

~Sion

What do you like in a turn based battle system?

As I'll be getting a little bit more free time and working closely with Vanit in the coming months, I'm curious to get some input from you my "audience".

What are qualities that you guys like in a turn based battle system?
I'm conflicted as to whether I should try to come up with a system that's completely original, or just do a spin on the conventional ATB battle system.

For those who are interested in looking at what my second draft of my game's battle system in-particular looks like, can check it out here: https://www.box.com/s/yyknjd8s6ypvfvk0bbpb

Otherwise just let me know what qualities of turn based battle you enjoy.
Thanks!

~Sion

The Screenshot Topic Returns

I was actually very impressed with the winding of your cliffs. It inspired me to do that map. I'm going to try to do something like that in my style. And thanks man. ~Sion

The Screenshot Topic Returns

author=Xenomic
My god, what the hell did I even create here!? I confused myself making this. @_@;;

Those are some sexy cliffs there, friend.


Boing.

~Sion

Well I Made a makeshift Tales battle system but it's not fit to release in a game.

Congratulations. I personally feel that having a custom system in RM2k3 is more rewarding because of how innovative and creative they usually are (The added difficulty in making them may also call for their respect.) But well executed systems in RMXP are fine as well. Hopefully you can show off some stuff of your game soon! ~Sion

What motivates ya?

This is something I've had an issue with since I began making games. To this day, I've never fully completed a project. My current project makes it very easy to want to quit because of everything I have envisioned for it. But I've found, that just doing what I can here and there to progress the game gets me going. Knowing I've added another cutscene or town, normally keeps me in the fray for that much longer.
I also can't work unless I have classical or VGM playing. It normally has to be the music that plays for the specific part of the game I'm working on as well.
Heh, call me strange.

~Sion