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After trashing my 11th RPG attempt, it finally hit me: I suck at balancing.

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Better too easy than too hard. Keep that in mind.

Hell, an RPG doesn't necessarily need battles~ As long as there's some kind of conflict to overcome and gameplay mechanic to provide a challenge. ^.^
author=Liberty
Better too easy than too hard. Keep that in mind.


Yep, it seems it's always easier to increase the difficulty than to scale it back.

I don't care for extreme difficult games. I just don't have the time or the patience. But I do like challenging games that require a bit of thought and strategy to get around obstacles.

Also

author=Liberty
Hell, an RPG doesn't necessarily need battles~ As long as there's some kind of conflict to overcome and gameplay mechanic to provide a challenge. ^.^


One of the best RPG Makers I've played was Dawn's Light: A Christmas Tale. All puzzles, no combat whatsoever, but was still a load of fun.


Well, I am making a turn-based traditional rpg, so it's kinda necessary.

I decided to just put up a bare minimum and work with the rest of the game first. I'll balance later.

Oh and a random share: I tried emulating the mapping style of pokemon (continuous maps, moving flowers, and etc.).

It was hard at first, but I soon got the hang of it, and now I'm breezing through mapping! (Hint: I now finish maps 15m less than when I started.)
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