STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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My birthday is coming up on March 31st! Hope someone has something in mind to celebrate!
I hate white mages
Yes I'm bringing this back.
So I just designed a new class for the game I'm making called the Crusader. The game includes skill trees, so you can kind of design your own build for the character if you want, but the idea with the Crusader is that he's a dedicated healer in one of his trees. However, the way his healing works is a little unique.
Instead of directly healing allies, one of his capstone abilities allows him to share half of his HP regen with the entire party. That whole tree focuses on buffing his max HP and his regen, and he's got another tree that focuses on his action skill, which also gives hp regen to himself. The capstone for that tree allows him to use the skill on any ally instead, if he chooses.
When these trees synergize, they can create a situation where the entire party gets pretty ridiculous HP regen over time, but there isn't really any specific group healing spell that can be spammed, which frees up the Crusaders actions to allow him to attack. His entire left skill tree focuses on his damage output to make him useful in combat as well.
I think there's nothing wrong with having a dedicated healer, but the question becomes, how do you prevent healing skills from being the optimal turn order? I think this should work as a solution. I'm eager to see how it'll work in the final product.
So I just designed a new class for the game I'm making called the Crusader. The game includes skill trees, so you can kind of design your own build for the character if you want, but the idea with the Crusader is that he's a dedicated healer in one of his trees. However, the way his healing works is a little unique.
Instead of directly healing allies, one of his capstone abilities allows him to share half of his HP regen with the entire party. That whole tree focuses on buffing his max HP and his regen, and he's got another tree that focuses on his action skill, which also gives hp regen to himself. The capstone for that tree allows him to use the skill on any ally instead, if he chooses.
When these trees synergize, they can create a situation where the entire party gets pretty ridiculous HP regen over time, but there isn't really any specific group healing spell that can be spammed, which frees up the Crusaders actions to allow him to attack. His entire left skill tree focuses on his damage output to make him useful in combat as well.
I think there's nothing wrong with having a dedicated healer, but the question becomes, how do you prevent healing skills from being the optimal turn order? I think this should work as a solution. I'm eager to see how it'll work in the final product.
I GOT MAAAAAD SKILLS!
Oh, there's synergy all right. There's synergy in spades. Figured out a way to track overkill damage. Now, there's an action skill that makes your next hit deal massive damage. The mid tier capstone skill will make it so that when the action skill is active, overkill damage is applied to the next hit. (E.g. if you killed an enemy with 500 damage over what was necessary, the next attack by that actor will deal 500 extra damage).
But then the capstone skill makes it so that the action skill persists when you kill an enemy with it. So theoretically, you can create a setup where you kill enemy after enemy with this action skill, stacking overkill damage to ridiculous levels. It's insane. I love it so much.
But then the capstone skill makes it so that the action skill persists when you kill an enemy with it. So theoretically, you can create a setup where you kill enemy after enemy with this action skill, stacking overkill damage to ridiculous levels. It's insane. I love it so much.
I GOT MAAAAAD SKILLS!
Ooh, I will say I like your UI though. Very pretty. I was considering making this system myself, and I definitely could have, it's not terribly complex, but I figured if there's already a resource available for me that'll save me a weeks worth of coding, why not make use of it? I have had to spend a fair bit of time redesigning the layout and some of the functionality, but I'm very grateful for the base script to work from.
I GOT MAAAAAD SKILLS!
So I managed to reach out to one of the veterans of an old rpg maker community that's no longer active, and he gave me access to a skill tree script for RMVX that had been taken down long ago. Thanks to Deity, and a cooldown script from Modern Algebra, I now have everything I need to create full skill trees for each of the four characters in my new game. I put together a few sample skills to test it out, and it works beautifully.

EDIT: Updated the image to better reflect how the skill trees will look in the final product. All skills are placeholders for now.
I'm going for an ATB style RPG, but with a lot of mechanics similar to the Borderlands series. One of those mechanics is Action Skills, abilities unique to a given character that can change the way you play the game, and can grow over time, but are set to a cooldown timer so they can't be used excessively. Some of those skills are simply alternate attacks (Bloodwing), some are enemy debuffs (Phaselock), and some buff your own character (Decepti0n and Berserker Rage).
So, my question to the community is, what would you like to see as action skills in a turn based RPG? What sort of skills would you like to see that could buff those action skills? Some of the ideas I have are an elemental attack, a skill that buffs the damage of the next attack (and could possibly buff other traits while active), and a healing skill for team support. The last one is the only one I'm a little sticky on, because I've found that heal skills can be BROKEN AS HELL in turn based RPG's, especially when they offer full restoration or group healing.
Anyway, that's the subject of this weeks development challenge. What are your thoughts?

EDIT: Updated the image to better reflect how the skill trees will look in the final product. All skills are placeholders for now.
I'm going for an ATB style RPG, but with a lot of mechanics similar to the Borderlands series. One of those mechanics is Action Skills, abilities unique to a given character that can change the way you play the game, and can grow over time, but are set to a cooldown timer so they can't be used excessively. Some of those skills are simply alternate attacks (Bloodwing), some are enemy debuffs (Phaselock), and some buff your own character (Decepti0n and Berserker Rage).
So, my question to the community is, what would you like to see as action skills in a turn based RPG? What sort of skills would you like to see that could buff those action skills? Some of the ideas I have are an elemental attack, a skill that buffs the damage of the next attack (and could possibly buff other traits while active), and a healing skill for team support. The last one is the only one I'm a little sticky on, because I've found that heal skills can be BROKEN AS HELL in turn based RPG's, especially when they offer full restoration or group healing.
Anyway, that's the subject of this weeks development challenge. What are your thoughts?
Alright, who set the difficulty of my life to max?
It doesn't help that life doesn't have any save points, there's permadeath, unskippable cutscenes, and a massive learning curve that spikes around level 18. From a design standpoint, it's just poor planning. 1/5, would not recommend playing.
POC: Random Loot System
Yeah, thanks for checking it out! Still working on this every day, just figured out a way to enhance the save system so that you can save anywhere, but upon loading the game you'll start at the last save point you walked through. Working on random dungeon generation now. Hoping to have a playable demo of the final project out by the end of the year, hopefully sooner!
POC: Random Loot System
I've uploaded an updated version of this concept, with a lot of new functionality and features that I've been working on for the last few weeks. The loot system is basically finished now, with all the uncommon, rare, and epic prefixes coded in for all weapons and armors, some brand new armor templates, new legendaries, wicked legendary weapon and armor effects (see the notes folder), and proper stat generation for every item.
I've also added things like a storage locker that can move items between save files, and a unique save system that prevents item duplication.
I do still need to add Overdrive techniques for weapons when you have them equipped, as well as action skills and skill trees for the party members, but that can all come later. For now this is fully functional as it is.
Gonna keep working on this, but any updates past this point will be for the actual project I plan to implement this system into, so keep an eye out for a new game page when that's ready to demo!
I've also added things like a storage locker that can move items between save files, and a unique save system that prevents item duplication.
I do still need to add Overdrive techniques for weapons when you have them equipped, as well as action skills and skill trees for the party members, but that can all come later. For now this is fully functional as it is.
Gonna keep working on this, but any updates past this point will be for the actual project I plan to implement this system into, so keep an eye out for a new game page when that's ready to demo!
Canonical Respawns
I was actually thinking about this more, and I realized that there is a calculus that comes into play with these types of systems. First being, how challenging is the game? Pokemon is very forgiving in the sense that death doesn't mean game over, simply losing a bit of money, but you don't have to fight every trainer all over again. That said, Pokemon isn't usually very challenging, and the likelihood of actually losing at any point in the game expect for maybe the elite four is very small. The downside is that grinding is extremely painful, since you weren't able to rematch against trainers until later installments of the game. If you hit a wall, you really had no choice but to grind.
Diablo 3 was almost TOO forgiving, in that you could respawn right where you died for practically no cost whatsoever. The difference there was that the game was actually challenging, and you were almost certain to die at some point in your journey. However, grinding was mitigated by being able to purchase new and better loot, or simply getting one really good drop that spiked your survivability.
Arguably one of the better respawn systems was in Minecraft. If you died, you started over. If you could manage to find where you died, you could retrieve the items you had and some EXP, but if you couldn't get back to your stuff and get out alive again, you lost it. You could stash things in chests to prevent them from getting lost, but you had to weigh the risk/reward of heading out without your best gear and possibly dying, or venturing out with it and possibly losing it. EXP wasn't hard to get, so that wasn't too bad of a punishment, but losing Netherite armor could be devastating. The only thing you'd get to keep on a new life is everything you'd built in the world up to that point.
Diablo 3 was almost TOO forgiving, in that you could respawn right where you died for practically no cost whatsoever. The difference there was that the game was actually challenging, and you were almost certain to die at some point in your journey. However, grinding was mitigated by being able to purchase new and better loot, or simply getting one really good drop that spiked your survivability.
Arguably one of the better respawn systems was in Minecraft. If you died, you started over. If you could manage to find where you died, you could retrieve the items you had and some EXP, but if you couldn't get back to your stuff and get out alive again, you lost it. You could stash things in chests to prevent them from getting lost, but you had to weigh the risk/reward of heading out without your best gear and possibly dying, or venturing out with it and possibly losing it. EXP wasn't hard to get, so that wasn't too bad of a punishment, but losing Netherite armor could be devastating. The only thing you'd get to keep on a new life is everything you'd built in the world up to that point.
Canonical Respawns
So I've been hard at work on a kind-of rogue-like not really game, which focuses on a loot system that randomly generates unique equipment. This sparked the thought of moving loot between save files, which I figured out how to do (think storage in Diablo), which then prompted the necessity for a save system that creates accounts rather than files. In other words, a system that doesn't allow you to duplicate items by saving twice and moving gear from a disposable save file to your actual save file.
However, this prompted another issue. Dying. What happens if you find a wicked legendary weapon, forget to save, and die in the next encounter? The answer? Death doesn't mean game over. Simply respawning. But that begs the question that is the focus of this topic. What are some ideas for a respawning mechanic that makes canonical sense to a game world?
Pokemon had one of the best systems I've seen, where it's not actually YOU fighting and fainting, but creatures you control, and if they lose you run back to a health center which acts as a respawn point. Diablo has a respawn system that doesn't make a ton of sense, but is very functional. And Borderlands has New-U stations, which make sense for the player, but aren't the most sensible thing in the actual game world (especially when characters actually LEGIT die).
So yeah. Let's have a conversation. What are your thoughts on respawn systems, how they work with your game world, and whether or not it matters if they make sense?
However, this prompted another issue. Dying. What happens if you find a wicked legendary weapon, forget to save, and die in the next encounter? The answer? Death doesn't mean game over. Simply respawning. But that begs the question that is the focus of this topic. What are some ideas for a respawning mechanic that makes canonical sense to a game world?
Pokemon had one of the best systems I've seen, where it's not actually YOU fighting and fainting, but creatures you control, and if they lose you run back to a health center which acts as a respawn point. Diablo has a respawn system that doesn't make a ton of sense, but is very functional. And Borderlands has New-U stations, which make sense for the player, but aren't the most sensible thing in the actual game world (especially when characters actually LEGIT die).
So yeah. Let's have a conversation. What are your thoughts on respawn systems, how they work with your game world, and whether or not it matters if they make sense?













