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Stat naming and their purposes
So I've been struggling with a few things in relation to naming and multi-purposing stats.
In my game, the three main stats are Blood, Retribution and Soul.
These work for:
Blood: Increases the damage of all equipment-granted skills (which is the bulk of a character's skillset, those are selected with the Actions command)
Retribution: Increases the damage of counter-attacks (which both enemies and allies have natural 100% counter-rate, with equipment modifying available counters)
Soul: Increases the damage of all Magic, which in turn costs health to cast, but doesn't get counter-attacked by. Those are selected by the Bone Magic command.
This also comes with the different kinds of Elements I use.
Smoke - which is basically Fire+Poison
Dust - Earth+Wind
Noise - stuff like screams, confusion, hitting people with bells
Scrap - all metal-ish stuff with a couple things dealing with rust
Rain - basically Water+Wind+Eletricity
Showing the game to some friends caused a lot of confusion in regards to these changes from classical RPG systems.
Is a system like this too unintuitive and otherwordly to work out and be quickly understood by players? How much difference from the classics is the average RPG Maker game player comfortable with learning when they start new games?
I used to have Strength instead of Blood but considering the nature of skills and the game's theme (the party is all skeletons) I thought of renaming it and even creating skills based on that (such as Hypertension and "Bleed" effects lowering damage progressively) but I'm not sure it's a good idea.
Regardless, what would you guys recommend? I don't feel like extensive tutorials are fun to players especially if they aren't already engaged to the game.
In my game, the three main stats are Blood, Retribution and Soul.
These work for:
Blood: Increases the damage of all equipment-granted skills (which is the bulk of a character's skillset, those are selected with the Actions command)
Retribution: Increases the damage of counter-attacks (which both enemies and allies have natural 100% counter-rate, with equipment modifying available counters)
Soul: Increases the damage of all Magic, which in turn costs health to cast, but doesn't get counter-attacked by. Those are selected by the Bone Magic command.
This also comes with the different kinds of Elements I use.
Smoke - which is basically Fire+Poison
Dust - Earth+Wind
Noise - stuff like screams, confusion, hitting people with bells
Scrap - all metal-ish stuff with a couple things dealing with rust
Rain - basically Water+Wind+Eletricity
Showing the game to some friends caused a lot of confusion in regards to these changes from classical RPG systems.
Is a system like this too unintuitive and otherwordly to work out and be quickly understood by players? How much difference from the classics is the average RPG Maker game player comfortable with learning when they start new games?
I used to have Strength instead of Blood but considering the nature of skills and the game's theme (the party is all skeletons) I thought of renaming it and even creating skills based on that (such as Hypertension and "Bleed" effects lowering damage progressively) but I'm not sure it's a good idea.
Regardless, what would you guys recommend? I don't feel like extensive tutorials are fun to players especially if they aren't already engaged to the game.
Hello world
Hello fellow gamedevs.
I've been making very tiny games and helping with some minor stuff in other projects (such as for Virgo Vs The Zodiac) before but this is the first time I'll pubicly try to exist a bit more in the RPG Maker community other than random Youtube comments asking if a plugin is bugged.
I'm currently in the process of developing my own fully-fledged game with RPG Maker MV (an RPG about Skeletons fighting Dogs) and looking forward to participate some more in the community!
I've been making very tiny games and helping with some minor stuff in other projects (such as for Virgo Vs The Zodiac) before but this is the first time I'll pubicly try to exist a bit more in the RPG Maker community other than random Youtube comments asking if a plugin is bugged.
I'm currently in the process of developing my own fully-fledged game with RPG Maker MV (an RPG about Skeletons fighting Dogs) and looking forward to participate some more in the community!
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