BOOS405'S PROFILE

Search

Filter

Chained Worlds VX Ace Remake (On Hiatus for now).

Thanks Firefly and reggird for your feedback!

Yeah Health Potion II revives characters maybe I should've named it something else actually, but that should work.
I think I should've lowered the battler magic defense a bit against fire and that was the issue.
Sorry about the spelling errors thanks for pointing that one out to me!
I don't understand what you mean by "If all spells of Delicia cost 5 MP how can she have 4 left?" could you elaborate on that?
In the database the formula for Mana Potions is 30 so it should recover 30MP I'm not sure what's going on there...
Holy normally beats Dark so to make a holy enemy weak to dark is a bit odd to me but I guess it's something I could've tried to do.
Yeah instead of adding items at the end of each world I should've created a treasure chest where they could get the items from.
Other treasure chests on the maps might've been fun too, I take that point into consideration.

All skills have names, they don't have description but they have been named in the database, I'm not sure why some of the names aren't appearing. That must be a bug with a script or something but I've no idea, sorry about that.

And yeah I wasn't sure what to do when the game ends I think there is an option to go back to the title screen but I couldn't find it so I ended the game there.

Thanks for playing both of you I hope you had fun playing the game and thanks for the feedback!

Hero's Realm: Heroic Edition

Good luck with this, it looks like it'll be great! : )

HEARTBEAT

Wow the custom artwork and sprites look amazing! Best of luck with this game! : )

Chained Worlds VX Ace Remake (On Hiatus for now).

Feedback on the game by anyone would be appreciated. Thanks Ozzy The One, I'd love to know what you liked and disliked about the game, hope you enjoy it.

GlaciaCity2.jpg

That is one beautiful looking map!

Glacia

Yeah, I agree you really need to increase the Spi stat to something a lot higher, it's just too weak and at the moment, which makes magic unuseful at the time I wrote this.

Wanting to make your game difficult.

This is speaking from my own understanding, meaning it could be incorrect, but I think this is how it all goes.


Hard games do not necessary make fun games. Increasing and decreasing difficulty relays on very simple and basic maths skills once the game interaction is fun. First make the battles fun.

To make battles fun; all battles should engage the player, having them think before taking actions.

Regular battles should have small consequences for them making mistakes while during boss battles, and the like, the player can't afford to make many mistakes.

Battles engage players by having first planned out the skillsets and actors.

Think over the skillsets you will give them, a possibly technique would be writing them down in a notepad and thinking over these skills, carefully making sure the skills collaborate and work well with other skills.

Make sure each actor has different strengths and weaknesses, so the player chooses good skills and have them work together as a team they become, to some degree, stronger. While bad choice of skills would result in a weaker party.

Afterwards imply the same ideas to the enemy parties.

Understanding how to increase the difficulty is very easy. Simply do not allow the party to make as many mistake and you've increase it.

As a developer you would do that by either; giving the enemies stronger skills, increasing enemy stats, or both.

Craze Hates Dungeon Crawling

This is an example of lack of synergy I think.

A.
Ralph casts thunder on enemy A because it deals the most damage.
Ulrika attacks enemy A because it deals the most damage.
Bennet defends because healer has been made useless for this turn.
Ylva casts fire on enemy A because it deals the most damage.
Lets hope enemy A dies soon.

Now this is an example of synergy if I understand right. Either way, this one is good.

B.
Ralph raises Ulrika's attack.
Bennet raises Ulrika's defence. There is a berserk enemy in the troop. All enemies have predetermined AI to attack the target that attacks them.
Ylva adds fire to Ulrika's physical attack
Ulrika attacks enemy A, that one powerful ice enemy. Since this setup was applied this now results in instantly killing that ice enemy which otherwise would have raised hell on the party using a blizzard spell on its turn.


B sure is a lot more engaging for the players to think over than A.

To make the system better, give the player multiply skills like this and setup enemies with different strengths and weaknesses and the player will be activity doing something in battles and not just picking the same patterns over and over.

If both parties have this type of setup and all of this has balance added to it, players will be active in battle using their brain for strategy.

This is a lot more fun for them than testing how patient they to get through a dungeon crawler where they are spamming the same pattern over and over.



To be able to achieve a setup like that successfully, all the skills for actors, enemies and bosses need careful planning. The developer can not afford to just be throwing skills into the database when creating a dungeon crawler, as players being active in battles will deeply affect the enjoyment of the game.


For the mapping and dungeons themselves, I like how Zelda handles them.

In a well planned and well thought out dungeon like what is done in Zelda games, you usually go through half the dungeon and then get an item which adds a twist to the entire dungeon. This item now unlocks an on-screen ability for the player to go through areas of the dungeon they could not before and they will find themselves back-tracking through it with the ability now opening new secrets.

This will transform the game and stop it being your typical dungeon crawler setup, but I say this can be good because it adds activity in a dungeon. Putting effort into the maps to do this gives the map it's own enjoyable gameplay features and not just something to pile a bunch of battles on and move to the next area quickly.

Activity on dungeons maps probably only work when the encounters are on-screen or random encounters on specific maps. Otherwise you'll end up with the type of dungeon crawler that is too overwhelming with the different strategic activities going on. Basically what YDS especially hates seeing.

Events can do a lot to add activity to a dungeon. Quick basic example. Press the different switches to rise and lower the different spike traps.


Adding story elements into dungeons can create some humour and suspense for the player.

Proper characters with growth and very simple subplots with colourful dialogue placed into the dungeons can be enjoyable. Anything fantasy and crazy can happen there for subplots if the story is not taking itself seriously.

If you raise a mystery question at the start of the dungeon and solve it at the end that same dungeon, the player's mind will be interested in the mystery being revealed to them and probably speculate a little about it. As long as you take time and effort to think up a mystery question and solve it, some players could enjoy that.

How long should a game take to make?

Truth is, even the developer can't be certain.

It's just how long it takes until you feel satisfied enough to calling it "complete". When it is a project you are serious about, a good approach would be to keep working on it until you think it's enjoyable for the players, even if that means editing every element of the game further after it's "completed".

Quite a few completed projects I have played aren't that enjoyable and thus the "complete" project is made up of broken mechanics or bad maps or something that could have made the project so much better if only the developer looked back and polished it out more. I'd barely call those games "complete". (Thinking about a particular site in mind, not sure what the pattern is like here yet.)

You could still estimate how long this game will take to "complete" by creating a time plan. You may like that.

I.e. Some organised sheet with how many hours you'll work on it every day/week/month to give you a rough prediction. That's only a prediction because plans rarely follow out as you fully hoped.

Using Status Effects Well

post=210282
What about enemies who are thick, like Snorlax?

Should you let them have about 50,688 HP? and 35 defense?


uhhh... did you mean to post that here?

On VX, guessing other makers too, that depends on your actor's parameters curves, their growth, their maximum level, their equipment and anything that effect their stats. Then that should be very carefully considered when you create the stats for all your enemies and troops?

You can find the default calculations in the Game_Battler script. Ctrl+F calculation.