MASTEROFMAYHEM'S PROFILE
Waring, content from this user my contain copious amounts of sarcasm. User should probably not be taken too seriously.
Search
Filter
Screenshot_RotVJump.PNG
No idea. Though to keep interest up I’m thinking of posting character bios and setting information at a consistent rate.
Hey read this about FF6.
author=LockeZ
If you think a few pages of analysis into the best RPG of all time* are "reading too much into the game" I feel like you really just aren't very interested in game design. I guarantee I have thought at least twenty times that much about the effects of the designer's choices in every game I've played in the last ten years, even if I don't typically write it down. Every single miniscule choice the designers make has far-reaching, subtle effects on dozens of different aspects of the game. The decision to make the Gauntlet accessory work for Umaro, for example, makes mages better in at least three different ways. This document is an extremely simple overview of some of the game's most basic gameplay concepts, that doesn't really make any attempt to discover why the designers made these choices, what the alternatives were, or what negative side-effects they caused.
*Not an objective factual statement, or even a very common opinion any more these days
If I didn’t know better I would think that statement was subtly directed towards me. Which is weird because I don’t think I’m that big of an egotist.
Screenshot_RotVJump.PNG
Actually the ability to jump has been in the game since I started. You just don’t have access to it till you hit the catacombs, which is outside the scope of the demo.
I know I could have just implemented it from the beginning, but I wanted my game to have a Metriodvania/Zelda vibe where you collect tools during the course of the game that allow you to backtrack and find secrets and stuff. Jumping is the first of these.
I’m also be adding Bombs (naturally) some sort of climbing gloves and, provided I can find away to get it to work, a hookshot/grappling gun.
I know I could have just implemented it from the beginning, but I wanted my game to have a Metriodvania/Zelda vibe where you collect tools during the course of the game that allow you to backtrack and find secrets and stuff. Jumping is the first of these.
I’m also be adding Bombs (naturally) some sort of climbing gloves and, provided I can find away to get it to work, a hookshot/grappling gun.
Eternal – Return of the Void
Eternal – Return of the Void
author=bigtimeI'll have a look at that.
I played through and it was good, but then couldnt open file villian during first video.
Were was it exactly?
Secret content: How hidden is too hidden?
author=xavionThat dose change things a little. If the enemy encounters are powerful enough to warrant the sacrifice of one of my characters to bet them, with the knowledge I can always replace them and providing losing a fight doesn’t cause a game over I could see the spell seeing more use. But my point still stands.
Perhaps more information is required.
The spell is called Armageddon, the description tells you to save first, it's a divine level spell, and when you use it it gives you a message about how you caused the apocalypse and died too early to save the world. It is also useful because it kills you as I have an achievement system of a sort where earning them unlocks new classes too play with but they're only registered upon death because that's when you're scored.
If a message comes up saying that you just caused the apocalypse how am I spoused to know that Auto-life works on Armageddon in the fist place? Or that surviving might cause something special to happen? Realistically most players would see it as a last ditch effort spell that would only cast when there down to the last character with critical Hp and are going to loss anyway and for the hell of it.
Secret content: How hidden is too hidden?
author=xavion
For an example if there is no hint that it exists at all (Zodiac Spear) it's unfair, whereas even if it's only hinted in a roundabout way yet in a way that people could be like 'Hmm, I wonder what would happen if I did this?' and probably would be it's fine, for example in my game I've got what is pretty much a joke spell that kills your party when used but if you survive it (auto-revive) it sends you to a secret dungeon, thats not too secret because the spell is obviously suspicious and it doesn't require much too get into too the point where you could even discover it by chance since it sounds powerful enough to use in a battle where you might need auto-revive.
Actually it kind of is. From a purely player perspective, if all that spell dose is kill your own party I would never use it! Even if it did massive damage to the enemy as well (and I mean insta kill everything) I still wouldn’t touch it with a 12 foot pole. I don’t even think the idea of using Auto-life before hand would even occur to me (although it would to some people). I just wouldn’t use it period, especially when I have much more reliable ways of killing things.
I wouldn’t think that your joke spell had any special significance behind it. I would think it’s just that, a joke, a very unfunny joke. So unless I run into someone who just so happens to mention that he knows someone who survived using that specific spell and that he woke up in some weird place I would miss out on your hidden dungeon entirely without ever knowing it’s there. Now that is too hidden.
Statuses
Oh I have tone of these. Not counting the obvious ones like Poison and Paralysis:
Bleed: 10% Hp loss per turn, halves agility
Sick: 5% Hp/Mp loss per turn, halves attack
Pain: 5% Hp loss per turn, halves defence
Dazed: Can’t attack for one turn, halves Intelligence
Dizzy: Can’t attack for one turn, halves attack
Tripped: Can’t attack for one turn, halves defence
Shocked: Can’t attack for one turn, halves agility
Hungary: Prevents use of magic (the lack of food blocks concentration) and halves attack
Anger: Basically berserk, but also halves defence
Love: Charm person that also halves intelligence
Bliss: I like this one, overwhelming sense of euphoria overrides the victims desire to do anything but sit in tranquillity. Can’t do anything for several turns, halves defence and intelligence and revises 10% Mp loss per turn.
Fear: Character just attacks things at random, also losses 5% mp loss per turn and halves intelligence and Agility.
Despair: Character is completely destroyed emotionally. All stats are halved and the character can’t do anything until someone snaps them out of it (and that might take a while).
Bleed: 10% Hp loss per turn, halves agility
Sick: 5% Hp/Mp loss per turn, halves attack
Pain: 5% Hp loss per turn, halves defence
Dazed: Can’t attack for one turn, halves Intelligence
Dizzy: Can’t attack for one turn, halves attack
Tripped: Can’t attack for one turn, halves defence
Shocked: Can’t attack for one turn, halves agility
Hungary: Prevents use of magic (the lack of food blocks concentration) and halves attack
Anger: Basically berserk, but also halves defence
Love: Charm person that also halves intelligence
Bliss: I like this one, overwhelming sense of euphoria overrides the victims desire to do anything but sit in tranquillity. Can’t do anything for several turns, halves defence and intelligence and revises 10% Mp loss per turn.
Fear: Character just attacks things at random, also losses 5% mp loss per turn and halves intelligence and Agility.
Despair: Character is completely destroyed emotionally. All stats are halved and the character can’t do anything until someone snaps them out of it (and that might take a while).













