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RPG Mechanics III : Random Encounter Design Theory

Firstly, how to you place encounters on your map?
- Randomly, it is the most efficient. I have placed monsters on screen along with their deaths and ways to revive them. People think wow that's neat... for five minutes. Then they do not care.

Secondly, how to you explain random encounters?
- Thinking too much hurts people. There should be a back story behind creatures that townspeople should talk about. Like the monsters are ruthless and kill on sight or the fairies in the area will heal anyone that comes into contact with them or pixies will just run.

Next, how do you balance your fights?
- The old school way... Buy the best stuff that can be bought, and fight enemies. They should give you no problem, but not be pushovers when you have the best stuff you can BUY. Finding stuff is a bonus and going underprepaired just makes things harder, like a difficulty. Sort of like... worst armor / weapons = hard... best armor / weapons you can buy = average... found armor / weapons = easy.

Lastly, how to you distinguish them from boss encounters?
- Music, thought on how to kill the boss, HP, battle length. I put a lot of thought into my boss battles, but it just frustrates people having to think instead of kill kill kill. Like the only way to kill an octopus is to kill the tentacles before you kill the head, and people try killing the head and always die even if the player character says... deal with the tentacles first!!!

Pick Apart My Game Plot (quick and consise version)

A party travels to throw a ring into a volcano.
No wait...
Now for mine:

In a heavily religious world, a party travels to escort a nun on her pilgrimage to a shrine to pray for rain for a kingdom that has turned to desert after 5 years of no rain.

That is the bottom line.

Now for the conflict:

Not everyone believes that prayer can help the world. It is believed that an artifact can pour never ending water to replenish their streams and seas. The party is joined by a thief that killed for the artifact. He refuses to give the artifact up and his faction is mercilessly killed by 3 men who want the artifact back. The thief brings danger to the party and his own brother in the party as they are chased across the kingdom by the men that want this artifact back.

There are 2 ways to save the world, but along the way, it branches into multiple ways. The following characters are the tent poles that hold up the entire game.

Cylanda Ferni is the nun that believes what the majority of the kingdom believes. Prayer to the goddess can help the kingdom.

Nathan Stone is the protector assigned to escort her safely. He is duty bound to the mission.

Tupaul Davis is the assistant to Stone, not bound by duty but wants to save the world in one way or another.

Charm Davis is the little brother and thief that has his own motivations for keeping the artifact that lead to his clan's demise.

Dice (Daniel Nolan) is the charming leader of the three men that will kill to get the artifact.

Shane Golden is the sadistic spell sword that is ruthless in his desire to get the artifact.

Tell me what you think.

What annoys you in a game?

author=ChaosProductions link=topic=2479.msg45149#msg45149 date=1226978400
I really hate it when I recognize resources. It just cheapens the experience for me, sorry.

Cheapens the experience of a free game?

Lolitaville.png

I think that I recognize those battlers. Are they from Lysol Jones?

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Alright, renamed to Adica.

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LOL what about Coldburg?

All My NPCs

There are also minor battles and major battles. Major battles appear as larger fogs that you can specifically determine where they are, while with minor battles you really cannot pin point a location. Zelda 2 had minor and major battles as well where you could see clearly on the overhead map where each enemy was.

Of course there are standard... talk to me and lets fight battles as well.

Another beautiful thing is that enemies drop treasures and chests on the map itself for you to pick up.

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I just wanted to point out that the NPCs on the exteriors are going to be the last things that I put in the game. Each NPC is currently in their own home so that way I can keep track of the town's populous.

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I just wanted to point out that the NPCs on the exteriors are going to be the last things that I put in the game. Each NPC is currently in their own home so that way I can keep track of the town's populous.

SkyE

Too much time between action. Gradius was great because it kept the action coming. Didn't need a story.
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