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STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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Whats everyones favourite aspect of game design?

author=Marrend
For me, it's probably coming up with interesting game mechanics. I probably started to realize it during a two-day create something challenge, where I pushed toward the initial build of my nigh-infamous Wand of Blasting mechanic. While I would never want to do anything like it ever again, the Unite mechanic that's in Baclyae Revolution is, perhaps, my crowning achievement even if the game, itself, is maybe okay. Though, I would be remiss if I also didn't mention Myriad Cypher . Items that have price fluctuations each time a map transfer occurs? Limit player inventory to 50 items in total? Randomly generated quests, whose monetary reward is based on the shortest distance between where you're at and the target location?


I totally relate to you on that, I've been on a major kick the last few months of coming up with new unique mechanics in my own game. Things like weapons that have a knockback ability, or shops that generate completely random loot, or armors that leave you with literally no defense but give you a bonus 40% max HP. It's so much fun thinking up new ideas, then busting out the game engine and thinking "how do I make this work and break the engine even further?"

Thrall

Okay, so that was a mess. The "fix" that I implemented in v0.2 was super buggy, and trying to fix it was like trying to make water run uphill. I was basically trying to make the engine do something that it absolutely DOES NOT want to do. That's not to say it was impossible, but far more trouble than what it was worth. So I came up with an alternative solution.

The main problem surrounding "Rage" and "Stalking" was that they weren't worth spending a turn to activate. Yeah, that changes later in the game when you unlock more skills, but these are the characters primary Action Skills. They should be at least SOMEWHAT useful as soon as you unlock them. My initial solution of having them not cost a turn to activate WOULD have been fine, but it's not the only solution.

To that end, I've changed the functionality of "Stalking" entirely. Instead of just a straight damage buff, "Stalking" will now completely conceal the Hunter from enemies, preventing him from being targeted at all until his next attack lands. Even if he's the only one still standing. Even if there's a technique that targets everyone. He simply cannot be targeted. There is still a tier 1 skill that DOES give "Stalking" a damage buff, but the skill itself is not focused on that. This should give the skill much more usefulness, and make it worth spending a turn to activate even at low levels. This also may be pretty broken at later levels, so I may need to do some balancing later, but I'll get to that.

As for "Rage," nothing fancy. The damage and dexterity buffs are actually pretty good on their own, especially when paired with Overdrive techniques, but the main problem is that they didn't last long enough. So I doubled the duration of "Rage," and increased the duration buffs of some of his skills. Now it doesn't just last for 3 or 4 rounds of combat, and you should get a lot more mileage out of the skill.

While this wasn't the initial solution I wanted, part of game development is thinking outside the box and coming up with innovative ways of fixing a problem, even if the solution isn't what you thought it would be. Essentially, just because a problem presents itself doesn't mean that's the actual problem. It may just be a symptom, and the real problem lies somewhere else. The problem wasn't that these skills don't activate right away, the problem was that they weren't worth spending a turn on. Instead of addressing the symptom, I just made them worth the turn you have to spend on them. Hopefully this works out, but let me know your feedback, and thanks for your patience. Happy looting!

Whats everyones favourite aspect of game design?

Making new systems and breaking the game engine in ways I never thought possible. So much fun to think of a new idea, think "that's not possible," then miraculously find a way to make it possible.

Thrall

After reflecting on the usefulness of some of the Action Skills, I've made a slight adjustment. Seeing as how both "Rage" and "Stalking" require a turn to activate, their usefulness was somewhat mitigated. In my own tests, I found myself rarely using the skills, resorting to just spamming attack instead. "Aura" was used quite a bit, and gains even more usefulness in later levels, and of course "Elemental Burst" was extremely useful no matter what.

To that end, I've modified both "Rage" and "Stalking" to be immediately applied on use, without costing the turn to do so. This means that you can trigger the skill, then immediately do another action such as attack, use an item, or defend. Keep in mind that "Rage" takes away player agency until a much later skill is unlocked, but essentially this means you can use "Rage" and attack in the same turn.

I've also increased the damage modifier of "Rage" from +20% to +50%. I found that the buff wasn't quite enough for it to be truly worth the cost, so now it has been improved.

In regards to some player feedback, I've also slightly reduced enemy damage stats, and I've removed the enemy respawn functionality from the first boss fight. Balancing is something I'll be doing a lot more of in the full release, but for now this will have to do.

Version 0.2 is now available, so feel free to download it and give it a try! Old saves should be compatible (for whatever that's worth for an hour long demo). Thanks for playing!

EDIT: There seems to be a slight bug with the new action skills when animations are playing that causes battles to freeze. I'll release a patch later tonight that fixes this, but it will disable the action skill animation for the time being until a more permanent fix can be employed. Thank you for your patience.

EDIT EDIT: Turns out this bug is more tricky to figure out than I'd initially thought. I'll keep working on a solution, but the fix will be delayed somewhat.

EDIT EDIT EDIT: I've reverted the demo back to version 0.1 temporarily while I figure out this bug. Turns out it was far more buggy than I'd initially realized, and any solutions I've come up with have a whole host of other problems attached to them. I'm still working on a fix, but for now at least the available demo isn't a completely buggy mess.

Thrall Demo is now available!

I'm considering modifying the functionality of two of the action skills. Elemental Burst and Aura are both powerful and useful, but both Rage and Stalking are limited in their usefulness due to needing to spend a turn to activate them. I'll be working on attempting to modify them this weekend so they can be instantly applied on use without costing the turn, allowing for an extra action. This should balance them out quite a bit. Let me know your feedback on how the current action skills work, and any potential improvements you can think of! I'm always open to perspective.

EDIT: With version 0.2 uploaded, this update is now implemented.

EDIT EDIT: Version 0.2 has been rescinded and replaced with 0.1 again, as it turned out to be a huge buggy mess. Keep an eye out for v0.3 when it's released, I'm still working on a fix.

EDIT EDIT EDIT: Version 0.3 is now available.

Is AI generated art ethical?

Can we not. This died a while ago, let's keep it that way if we can please.

I'm making legendary weapons with unique effects. Got any ideas?

Just figured I'd drop this here. Your ideas were actually super helpful, thank you.
https://rpgmaker.net/games/12859/effects/

author=Dyhalto
A weapon that damages you when you attack. Like a cursed weapon that deals 10-20% damage to you too.


See "Reaper"

author=Dyhalto
Rather than the normal damage type (Physical, or Slice/Stab/Hit), the weapon deals a random elemental damage.


Not exactly the same, but see "Fiend"

author=Dyhalto
The weapon that hits like a truck when you attack, but it leaves your defense at literal zero.


Not a weapon, but an armor that gives bonus HP. See "Phantom"

author=OzzyTheOne
For the mace, how about the longer you hold it without using it, the harder it eventually hits when you do, but you also get dealt more damage to yourself while wielding it.


See "Atlas"

author=OzzyTheOne
I'd like to hijack Dyhalto's idea and propose a weapon that ignores all defenses and deals damage to self, instead of doing random elemental damage.


Kind of split this idea, but see both "Ephraim" and "Seraph"

Again, thank you guys, these ideas really got me to think outside the box.

Thrall

Oh dang, I didn't know that! To my knowledge, this was the only game I've seen that utilises a fully custom random loot system. Well, guess my claim to fame is over, time to scrap the project kidding, kidding. I'm having way too much fun making this to do that.

Thrall

Thank you! I'm super excited for it, so I'm happy to hear you say that!

Screenshot Survival 20XX

Thanks! Strangely I did actually use an acrylic brush, but the particles may have been a little too densely clustered, giving it a bit of a more rounded edge. Next time I'll try something a little more dispersed.