HARMONIC'S PROFILE

harmonic
It's like toothpicks against a tank
4142
Skyborn
A character-driven, steampunk-fantasy RPG

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Favorite Gameplay Element

oh for fuck's sake.

Free-form skill progression. Heavy customization options for characters.

Favorite Gameplay Element

author=WIP link=topic=109.msg1574#msg1574 date=1183667046
Um, I'm asking about gameplay elements. You didn't list any. I'm not asking what your favorite part of a game is. There are many different cogs in there. I'm asking what your favorite brand of the gameplay cog is.

Music.

Favorite Gameplay Element

Good atmosphere is a maker/breaker for me.

Of course "atmosphere" is such a generic term. Some examples of good atmosphere:

Final Fantasy VI: There are a shitload of examples.
-The feeling of emptiness, death, and desperation after the end of the world and the island with Celes and Cid. /emo
-The epic climactic feeling of the narshe battle. (after the 3-party split)
-The liberating atmosphere of the open-ended 2nd half of the game after you get darryl's airship. Especially the music. That damn 2nd airship music inspires ridiculously fond memories.

Chrono Trigger
-AMAZING representation of post-apocalyptic life in the future.
-Best f'ing final battle sequence ever, ever, ever. Nuff' said.

Generica - [RMVX..?]

There are FOUR!!! Ways to buff stats.

1) Generic stat-raising skills. Like "Power up!" raise str by however much. Obvious.
2) Stat-doubling status effects. Also obvious.
3) Common events that raise stats. I've found that this method of stat raising works independently fromommon/battle #1 and can be reverted after battles in a common event easily.
4) Common events that change equipment. If youre willing to sacrifice an equipment slot for an empty one that's usable in battle, you can create dummy items with stats on them. Yet another independent source of buffs.

Just something to think about.

Generica - [RMVX..?]

Nice ideas. Need to also include weapon skills.

Only problem with skill subsets is that they don't allow you to use switch skills. Not catastrophic, but switch skills allow you to use common events in battle, which vastly expands the options for in-battle abilities.

Sadly, the only way to use switch skills is to have every character's only battle command for skills be "skill." Not skill subset.

Generica - [RMVX..?]

author=kentona link=topic=67.msg1451#msg1451 date=1183477355
It depends on how we wish to design how the skill tree works.

If we do it Diablo II style, it will need a lot of arraylike work and clever custom coding. (since we'd need to track not only what skills are known, but also at what skilllevel.)
If we do it KOTOR style, it's a little more straight forward, since spells/abilities aren't "upgradeable". It was a simple linear progression - you need Jedi Speed to get Knight Speed, and you need Knight Speed to get Master speed, and then the Speed forcepowers are all learned. A -> B -> C

Since we aren't limited to just spells in the skilltrees, we can incorporate the Skillsets into the skilltabs. ie- Lore could be part of the Sorcery skill tab (and if DiabloII-style, more points in Lore increases it's effectiveness, if KOTOR-style we'd have Basic Lore, Intemediate Lore, Advanced Lore, Master Lore or something...)

I'll draw something up later this week.

Diablo 2 style. Synergies! Now *that* is something 100% impossible in rm2k3, but really cool.

Karsu's Sketch Topic

Wow, I didn't think you'd actually do it. I was watching an esurance commercial and just on a whim told you to draw her. Do you always follow commands so readily? If so... finish all my battle anims, slave!

Generica - [RMVX..?]

author=Mewd link=topic=67.msg1329#msg1329 date=1183238549
Would we really need to bother with lots of different heroes/classes?

I imagine we could just give a character access to their three trees. Maybe making them learn a switch-skill that takes them to their skill-tree to spend points or some such. That seems dead easy.

If every character is equal in growth outside of what they would learn in their particular skill tree, than we probably wouldn't have to worry about giving them different stat growth.

Of course, we COULD give them particular stat growth upon level up based on every single combination, but that sounds like a nightmare of balancing work.

Also: If we have only twelve skill trees, wouldn't that mean that the player could just have EVERYTHING with a four party member set up? That really hurts replayability.

Exactly 12 trees was just an estimate for keeping the workload down. I'm sure we could think of 50+ unique trees.

Also, you can't change equippable items without changing classes.

Also, having every shell character have the same stat growth regardless of how they built their character would be booooooooooooriiiiiiiing. ;)

Generica - [RMVX..?]

author=kentona link=topic=67.msg1284#msg1284 date=1183153744
author=WIP link=topic=67.msg1274#msg1274 date=1183133915
I find skills on levelling to be way too limiting.

WIP suggested a cool idea in irc today about spell acquisition (which may completely destroy what we've designed so far but oh well, it's cool):

1. Design skill trees for all the major skill concepts (ie- Fire, Protection, Sorcery, Martial Arts, Thievery, etc...).
2. Allow the player to choose 3 skill trees from the start, to pursue in the game.


This does away with needing classes almost completely, and still allows for a lot of customizability and structure.

Of course, this has to get fleshed out a bit, but what do you think?



I was there for this convo and it may just have been WIP's greatest stroke of genius. This idea combines the best of SO many worlds. For starters, think of the possibilities of character creation. You could even mask the relative simplicity of selecting 3 out of 20+ (give or take) skill trees by implimenting a classic question/answer session. "Do you liek sords?" And decide which skill trees fit your answers, then create a unique character.

To make this truly unique, you'd have to allow that new character to be a perfect amalgam of 3 skill trees, including equipment and stats. Meaning in rm2k3, you'd have to make a LOT of heroes or classes to accomodate all of the mathematical combinations, but given the awesomeness of this idea, it would be worth it. Having a maximum of 12 trees would make that not a huge task.

Take that one step further... a unique class name for each combination possible. Even further, a unique graphic. Wow, awesome idea. I'm debating doing it myself for my budding game.

We Did It First screenshot thread

Samples of the Legacies of Dondoran 2 CBS:


Status screen showing family lineage


Choose main class, then choose sub class