PYROFIEND324'S PROFILE
pyrofiend324
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I'm just an artist with a bunch of ideas and a good grasp of programming knowledge (not enough to fully script things, mind you, but enough to fix things in scripts).
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Redux up the butt!
author=Sanaauthor=Clareain_ChristopherLol, my project's world is quite large too, though I didn't try creating a world map as it'd throw The Base's teleport system out of whack. :D
I brought this up before, and I guess I'll do it again. If possible, create a world map picture of some kind.
I felt as though the world could become quite large, and if you want people for go back to old content for things, It would be a good idea to throw in a small map. Also, it will help create a world that isn't all over the place. It's not like that now, but it might happen if you're not careful.
Well, here's the thing. The world isn't going to be that large. Heck, if you manage to take a look at worldmap.png in the Graphics > System folder, it's really not that huge of an area.
Redux up the butt!
author=Sanaauthor=Clareain_ChristopherLol, my project's world is quite large too, though I didn't try creating a world map as it'd throw The Base's teleport system out of whack. :D
I brought this up before, and I guess I'll do it again. If possible, create a world map picture of some kind.
I felt as though the world could become quite large, and if you want people for go back to old content for things, It would be a good idea to throw in a small map. Also, it will help create a world that isn't all over the place. It's not like that now, but it might happen if you're not careful.
Well, here's the thing. The world isn't going to be that large. Heck, if you manage to take a look at worldmap.png in the Graphics > System folder, it's really not that huge of an area.
ElementTutorial.png
author=PentagonBuddy
Yes, I think it's not that there's too many, just that the presentation takes some time to parse. Some kind of table might be a better format, like Avee suggested. I personally prefer using words like strong/weak/SUUUUUPER EFFEEEECTIVE instead of numbers like x1.5, x.05, but I think the numbers would work just fine if they were organized differently.
The wording on the chart is kind of unhelpful in some spots, too. You could get rid of the first sentence entirely, (The "Some enemies are attributed to a certain element, and as such follow the weaknesses of this chart") or combine it with the second sentence for something like "Some enemies have an elemental attribute, and those that have no attribute are usually neutral to all elements." From this alone, I don't know what a "sub-super multiplier" would mean, either. You could just say "but deal more damage against enemies with no attribute", maybe? If I'm understanding what that means right! I just think it's extra important to pay attention to the wording that explains any kind of "how this stuff works", since you want it to be as clear and easily understandable as possible.
This is a very personal suggestion, so take it with a grain of salt: When you have a lot of elements, I'm not a fan of having too many damage categories. I think you could get rid of the x1.25 and x0.75 categories all together and maybe instead of 0.5, attacking a strong element with a weak one could cancel the damage entirely. When you get into the fine numerical details it depends a lot on how much you want elemental shenanigans to matter in your battle system; more extreme effects will change how important they are to a battle, but I don't think elemental shenanigans have to be SUPER IMPORTANT in every battle system, either.
I could really talk about elements forever at this point. OTL If it helps you any, this is the chart I use to explain elemental shenanigans in my current personal project. However the entire battle system is built around elements and due to the nature of the game you only have to focus on knowing one element at a time, so what works for me might not work for you.
....Wow.
Alright, I'll rework the table and simplify the multipliers. Thanks for the REALLY well thought out response.
John.PNG
author=Sana
Look ma, my hands a fire sword! Oh, and I've become The Last Airbender~ :3
That's actually supposed to be cigarette smoke ^^;
Should I release a teaser?
It really depends on what you want to do. I'd release teasers to testers so they can get the gist of the battle systems, while releasing a public demo once you have enough new maps/areas/story to satisfy the public.
JonathonExtra.png
Screenshot1.png
Rise of Dragon Souls
Oh god. I'm in love. This game looks absolutely gorgeous!
Though I noticed one thing about the battle video. I'm not too sure if this is old or not, but after attacks enemies just kind of layer on top of each other. I haven't played it for myself, but I'm getting a feeling that'll get annoying.
Though I noticed one thing about the battle video. I'm not too sure if this is old or not, but after attacks enemies just kind of layer on top of each other. I haven't played it for myself, but I'm getting a feeling that'll get annoying.
FireChapterIntro.png
author=Clareain_Christopher
On the top of the screen, the game's logo looks a bit weird... I don't like the cutoff.
edit: I see you're working on that :p
Will you add any new logos for other elements?
The logo I have right now is universal. When other chapters come along, the background will change, or something will be added, but as for right now this is how it'll be.













