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HP Recovery... after every battle? MADNESS! (Resource Management)
If you recover HP after every regular battle, how will regular troops contain strategy without coming across as a boss fight?
Too little strategy and the game becomes extremely dull yes, but too much strategy and it becomes exhausting. A good balance is needed.
I prefer this setup regarding HP recovery.
Step 1. Give single regular troops a low threat. By that a single troop can't really give the player a game over screen, unless the player mashing attack the entire battle. There threat does deal some damage. They also drop items. Like "Potion", which heal a small portion of HP.
Step 2. Give multiply regular troops a high threat. By that, a chain of regular troops will become a threat to the player that can lead them to the game over screen if they aren't using their skills properly in a fight. They can screw up a lot though. This creates a need for strategy without making it exhausting. After every couple of multiply regular troops, there can be an even which restore HP. Because the threat is high, player's will have to use items either in battle or out of battle. So items become useful.
Step 3. Place an event that restores HP before and after each boss. Then have the boss have a high threat where player's have full-out strategy.
It's simple, what everyone uses and it works. Setup presumes you have different enemies that connect with pros and cons to the party skillsets, so the player uses different skills per enemy in that troop.
Too little strategy and the game becomes extremely dull yes, but too much strategy and it becomes exhausting. A good balance is needed.
I prefer this setup regarding HP recovery.
Step 1. Give single regular troops a low threat. By that a single troop can't really give the player a game over screen, unless the player mashing attack the entire battle. There threat does deal some damage. They also drop items. Like "Potion", which heal a small portion of HP.
Step 2. Give multiply regular troops a high threat. By that, a chain of regular troops will become a threat to the player that can lead them to the game over screen if they aren't using their skills properly in a fight. They can screw up a lot though. This creates a need for strategy without making it exhausting. After every couple of multiply regular troops, there can be an even which restore HP. Because the threat is high, player's will have to use items either in battle or out of battle. So items become useful.
Step 3. Place an event that restores HP before and after each boss. Then have the boss have a high threat where player's have full-out strategy.
It's simple, what everyone uses and it works. Setup presumes you have different enemies that connect with pros and cons to the party skillsets, so the player uses different skills per enemy in that troop.
CoH3.png
Legends of Phanare VX Airship over Ruined Castle.PNG
This looks dry and bland. Take sellout's advice. Scatter out a few different bunches of trees and mountains. As well, TileB set has some matching detail for world maps.
Those tiles don't mix and match well, so just use the world tiles. If it still looks empty afterwards then shrink the map size. World maps don't have to be big if it means they'll have pointless empty space.
Good luck improving the world map.
Those tiles don't mix and match well, so just use the world tiles. If it still looks empty afterwards then shrink the map size. World maps don't have to be big if it means they'll have pointless empty space.
Good luck improving the world map.
Legends of Phanare VX
I second what VideoWixard said.
Advice: So about this story, are these creator goddesses alive? What are they doing in this story? Some advice, if you hit a plot hole or roadblock don't suddenly go "Awesome, the goddesses can now randomly appear to undo it!". That is one huge pitfall stories with goddesses sometimes have.
Why did Marco not decide to follow the order? He should have a reason. If something bad is about to unfold, then perhaps hint at it in your cut-scenes? Maybe foreshadow it a little to create more suspense. Could add more depth to the beginning of your story.
Good luck with LoP VX.
Advice: So about this story, are these creator goddesses alive? What are they doing in this story? Some advice, if you hit a plot hole or roadblock don't suddenly go "Awesome, the goddesses can now randomly appear to undo it!". That is one huge pitfall stories with goddesses sometimes have.
Why did Marco not decide to follow the order? He should have a reason. If something bad is about to unfold, then perhaps hint at it in your cut-scenes? Maybe foreshadow it a little to create more suspense. Could add more depth to the beginning of your story.
Good luck with LoP VX.
LWood_Peregrin.png
Mack-type? You must mean with the colouring? Since it's obvious they are RTP trees.
I like the RTP recolor you did on the tree, personally prefer it looking brighter. Also like what you did with the maze tops and cliff bottoms to have them match better. The colours look great.
I like the RTP recolor you did on the tree, personally prefer it looking brighter. Also like what you did with the maze tops and cliff bottoms to have them match better. The colours look great.
Five Strategies for Better Game-Making
Even in dungeon crawlers it's good to have some life put into the main characters. This can add more enjoyment to the game.
Good article, covers good ideas.
Good article, covers good ideas.
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2.PNG
Makes sense to have one menu screenshot. Shows the player what their interface is like.
What does "Level Up" and "Unit" do?
What does "Level Up" and "Unit" do?













