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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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.

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?

Are vampires overdone?

I feel like I have a lot of material here to work with, and that's great. I love to hear all the different perspectives people have on this subject. Another thing I've thought about is the setting for my game world. Do I want it to be on earth, or a completely different world? If it's a different world, would it make sense to include historically named vampires from earthen folklore such as Dracula, or would the pre-established backstory of those vampires be inconsistent in a fictional world? If I choose to make the setting on earth, what time period would be appropriate, and how much historical accuracy would be necessary? All things I've been trying to consider. I have ideas bouncing around in my head, but nothing really tying them together yet.

Are vampires overdone?

If I had to say that my idea of vampires has an inspiration, it's probably a blend of the different vampires from the Dresden Files novels series. The humanity of the white court succubus vampires, the powers of the red court vampires, and the appetite and weaknesses of the black court vampires. I've even thought of a whole small story arc where vampires are considered more human than humans, since they feed on the most violent species in history, whereas humans cultivate and butcher completely docile and peaceful creatures for food. In addition, humans kill vampires simply because they consider them monsters, whereas vampires kill and eat humans to survive. And I've thought about playing with the main characters humanity and their perspective of how they see vampires, and have some really dark moments where it really throws into question who the real monsters are. But other than some vague ideas like that, I haven't really settled on anything specific though.

Having said that, it's good to know that the darker, more monstrous and scarier vampire trope isn't considered overdone, and I like the idea of drawing from various regional folklore as opposed to pop culture. That does give me some more material to work with.

Are vampires overdone?

I like mine medium-well, after all.

Jokes aside, I'm struggling to find an enemy to fight for the game I'm making. I'm so focused on gameplay and mechanics that I haven't really figured out a story or a villain in any way. Diablo has the forces of hell, Borderlands has bandits and Hyperion and Atlas, and I wanted to do something sort of different, and I thought of a general idea I could do with vampires. But every time I think about it, I always think they've been so fleshed out in so many different forms of media that nothing I do would ever be even close to original.

And that begs the second question, if mechanics and gameplay are original, how much originality is necessary for a story to have?

Whatchu Workin' On? Tell us!

I would say the upper body of 1 with the legs of 5 would be great. 5 looks a little akimbo with the arms, but the legs of the middle 3 look like they're about to squat. Legs on the first one are fine too, but I like 5 better. If I had to pick one as a complete baseline, I'd go with 1.

I put together a HUGE enemy/monster pack from the Final Fantasy series if anyone wants it

Dang, that's a heck of a lot of battlers. I'll take a look at what you've got when I've got the chance. Way to go! Thanks for sharing.

Happy Statsgiving everyone!

Is AI generated stats ethical?

...because that might actually make this a lot easier.

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

It's been a lot of fun to figure out! Essentially I figured that database entries don't necessarily need to be used for hard-coded weapons. Instead, the entries from 1-36 are blank, and are overwritten when you get a new item. That's basically your backpack capacity. The next 40 slots are for randomly generated loot, then the next 40 slots are for shops, etc.

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

So basically every item gets a randomly selected template that determines it's rarity, icon, name, and attack pattern. There's about 350 templates to choose from. Then, the items stats are generated based on the level of the weapon, which is determined by the enemy or chest that dropped it. The stats for weapons are ATK, DEX, accuracy, and critical hit rate. Each of these stats has a range they can draw from, so no two weapons are alike.

However, once the stats are generated, then the prefix is generated. Common weapons don't get a prefix, but uncommon weapons and above do. The prefix determines any modifiers the weapon gets. There are 12 uncommon prefixes. 4 are materials which affect the four stats mentioned above. 4 are elemental prefixes which give the weapon an elemental type and status ailment. And 4 are accessory prefixes that give the weapon an additional modification. Two of the accessories give stat buffs but decrease the opposing stat, one accessory increases critical hit DAMAGE, and one accessory gives the weapon first turn priority in battle.

That's it for uncommon. Now, rare prefixes are basically any combination of two uncommon prefixes, with some exceptions. No weapon can spawn with two elements, or two accessories. A weapon CAN have two materials though. And materials can be the same, and stack, so you can have ATK+ and ATK+ for a super damaging but kind of plain weapon. You CAN'T however have a weapon that does increased Crit cabbage AND gets turn priority. Those are both accessories, and you can only have one. Each of these prefixes has their own name, so you won't get a "Fierce Burning Longsword" but instead you'll get a "Incendiary Longsword." That way you don't have ridiculous long weapon names that don't fit on the screen.

Now, EPIC weapons get a combination of any THREE prefixes, with the same rule. No two elements or two accessories, but multiple materials are allowed and can stack. By the way, you can have an element AND an accessory, just not two of one type. Legendary weapons get the same prefixes as epic weapons, and so do Mythic weapons, but they also get unique effects that aren't listed on the item card. They also get a little red flavour text to distinguish them. Those are what this status were trying to figure out.

All in all, there's about 1,000,000 different stat combinations you can roll on any given weapon, with about 350 templates and another 350 prefixes, so there's approximately 122,500,000,000 different weapons that can theoretically be generated by this system. And the weapons database only goes up to about 509 slots to make it all work.